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+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;
+ }
+ }
+ }
+}