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Diffstat (limited to 'src/SMAPI/Framework/Monitor.cs')
-rw-r--r-- | src/SMAPI/Framework/Monitor.cs | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Monitor.cs b/src/SMAPI/Framework/Monitor.cs new file mode 100644 index 00000000..bf338386 --- /dev/null +++ b/src/SMAPI/Framework/Monitor.cs @@ -0,0 +1,194 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Threading; +using StardewModdingAPI.Framework.Logging; + +namespace StardewModdingAPI.Framework +{ + /// <summary>Encapsulates monitoring and logic for a given module.</summary> + internal class Monitor : IMonitor + { + /********* + ** Properties + *********/ + /// <summary>The name of the module which logs messages using this instance.</summary> + private readonly string Source; + + /// <summary>Manages access to the console output.</summary> + private readonly ConsoleInterceptionManager ConsoleManager; + + /// <summary>The log file to which to write messages.</summary> + private readonly LogFileManager LogFile; + + /// <summary>The maximum length of the <see cref="LogLevel"/> values.</summary> + private static readonly int MaxLevelLength = (from level in Enum.GetValues(typeof(LogLevel)).Cast<LogLevel>() select level.ToString().Length).Max(); + + /// <summary>The console text color for each log level.</summary> + private static readonly IDictionary<LogLevel, ConsoleColor> Colors = Monitor.GetConsoleColorScheme(); + + /// <summary>Propagates notification that SMAPI should exit.</summary> + private readonly CancellationTokenSource ExitTokenSource; + + + /********* + ** Accessors + *********/ + /// <summary>Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks.</summary> + public bool IsExiting => this.ExitTokenSource.IsCancellationRequested; + + /// <summary>Whether to show the full log stamps (with time/level/logger) in the console. If false, shows a simplified stamp with only the logger.</summary> + internal bool ShowFullStampInConsole { get; set; } + + /// <summary>Whether to show trace messages in the console.</summary> + internal bool ShowTraceInConsole { get; set; } + + /// <summary>Whether to write anything to the console. This should be disabled if no console is available.</summary> + internal bool WriteToConsole { get; set; } = true; + + /// <summary>Whether to write anything to the log file. This should almost always be enabled.</summary> + internal bool WriteToFile { get; set; } = true; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="source">The name of the module which logs messages using this instance.</param> + /// <param name="consoleManager">Manages access to the console output.</param> + /// <param name="logFile">The log file to which to write messages.</param> + /// <param name="exitTokenSource">Propagates notification that SMAPI should exit.</param> + public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, CancellationTokenSource exitTokenSource) + { + // validate + if (string.IsNullOrWhiteSpace(source)) + throw new ArgumentException("The log source cannot be empty."); + + // initialise + this.Source = source; + this.LogFile = logFile ?? throw new ArgumentNullException(nameof(logFile), "The log file manager cannot be null."); + this.ConsoleManager = consoleManager; + this.ExitTokenSource = exitTokenSource; + } + + /// <summary>Log a message for the player or developer.</summary> + /// <param name="message">The message to log.</param> + /// <param name="level">The log severity level.</param> + public void Log(string message, LogLevel level = LogLevel.Debug) + { + this.LogImpl(this.Source, message, level, Monitor.Colors[level]); + } + + /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> + /// <param name="reason">The reason for the shutdown.</param> + public void ExitGameImmediately(string reason) + { + this.LogFatal($"{this.Source} requested an immediate game shutdown: {reason}"); + this.ExitTokenSource.Cancel(); + } + + /// <summary>Write a newline to the console and log file.</summary> + internal void Newline() + { + if (this.WriteToConsole) + this.ConsoleManager.ExclusiveWriteWithoutInterception(Console.WriteLine); + if (this.WriteToFile) + this.LogFile.WriteLine(""); + } + + + /********* + ** Private methods + *********/ + /// <summary>Log a fatal error message.</summary> + /// <param name="message">The message to log.</param> + private void LogFatal(string message) + { + this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red); + } + + /// <summary>Write a message line to the log.</summary> + /// <param name="source">The name of the mod logging the message.</param> + /// <param name="message">The message to log.</param> + /// <param name="level">The log level.</param> + /// <param name="color">The console foreground color.</param> + /// <param name="background">The console background color (or <c>null</c> to leave it as-is).</param> + private void LogImpl(string source, string message, LogLevel level, ConsoleColor color, ConsoleColor? background = null) + { + // generate message + string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength); + + string fullMessage = $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}] {message}"; + string consoleMessage = this.ShowFullStampInConsole ? fullMessage : $"[{source}] {message}"; + + // write to console + if (this.WriteToConsole && (this.ShowTraceInConsole || level != LogLevel.Trace)) + { + this.ConsoleManager.ExclusiveWriteWithoutInterception(() => + { + if (this.ConsoleManager.SupportsColor) + { + if (background.HasValue) + Console.BackgroundColor = background.Value; + Console.ForegroundColor = color; + Console.WriteLine(consoleMessage); + Console.ResetColor(); + } + else + Console.WriteLine(consoleMessage); + }); + } + + // write to log file + if (this.WriteToFile) + this.LogFile.WriteLine(fullMessage); + } + + /// <summary>Get the color scheme to use for the current console.</summary> + private static IDictionary<LogLevel, ConsoleColor> GetConsoleColorScheme() + { + // scheme for dark console background + if (Monitor.IsDark(Console.BackgroundColor)) + { + return new Dictionary<LogLevel, ConsoleColor> + { + [LogLevel.Trace] = ConsoleColor.DarkGray, + [LogLevel.Debug] = ConsoleColor.DarkGray, + [LogLevel.Info] = ConsoleColor.White, + [LogLevel.Warn] = ConsoleColor.Yellow, + [LogLevel.Error] = ConsoleColor.Red, + [LogLevel.Alert] = ConsoleColor.Magenta + }; + } + + // scheme for light console background + return new Dictionary<LogLevel, ConsoleColor> + { + [LogLevel.Trace] = ConsoleColor.DarkGray, + [LogLevel.Debug] = ConsoleColor.DarkGray, + [LogLevel.Info] = ConsoleColor.Black, + [LogLevel.Warn] = ConsoleColor.DarkYellow, + [LogLevel.Error] = ConsoleColor.Red, + [LogLevel.Alert] = ConsoleColor.DarkMagenta + }; + } + + /// <summary>Get whether a console color should be considered dark, which is subjectively defined as 'white looks better than black on this text'.</summary> + /// <param name="color">The color to check.</param> + private static bool IsDark(ConsoleColor color) + { + switch (color) + { + case ConsoleColor.Black: + case ConsoleColor.Blue: + case ConsoleColor.DarkBlue: + case ConsoleColor.DarkRed: + case ConsoleColor.Red: + return true; + + default: + return false; + } + } + } +} |