using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Internal.ConsoleWriting; namespace StardewModdingAPI.Framework { /// Encapsulates monitoring and logic for a given module. internal class Monitor : IMonitor { /********* ** Fields *********/ /// The name of the module which logs messages using this instance. private readonly string Source; /// Handles writing text to the console. private readonly IConsoleWriter ConsoleWriter; /// Prefixing a message with this character indicates that the console interceptor should write the string without intercepting it. (The character itself is not written.) private readonly char IgnoreChar; /// The log file to which to write messages. private readonly LogFileManager LogFile; /// The maximum length of the values. private static readonly int MaxLevelLength = (from level in Enum.GetValues(typeof(LogLevel)).Cast() select level.ToString().Length).Max(); /// A cache of messages that should only be logged once. private readonly HashSet LogOnceCache = new(); /// Get the screen ID that should be logged to distinguish between players in split-screen mode, if any. private readonly Func GetScreenIdForLog; /********* ** Accessors *********/ /// public bool IsVerbose { get; } /// Whether to show the full log stamps (with time/level/logger) in the console. If false, shows a simplified stamp with only the logger. internal bool ShowFullStampInConsole { get; set; } /// Whether to show trace messages in the console. internal bool ShowTraceInConsole { get; set; } /// Whether to write anything to the console. This should be disabled if no console is available. internal bool WriteToConsole { get; set; } = true; /********* ** Public methods *********/ /// Construct an instance. /// The name of the module which logs messages using this instance. /// A character which indicates the message should not be intercepted if it appears as the first character of a string written to the console. The character itself is not logged in that case. /// The log file to which to write messages. /// The colors to use for text written to the SMAPI console. /// Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed. /// Get the screen ID that should be logged to distinguish between players in split-screen mode, if any. public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func getScreenIdForLog) { // validate if (string.IsNullOrWhiteSpace(source)) throw new ArgumentException("The log source cannot be empty."); // initialize this.Source = source; this.LogFile = logFile ?? throw new ArgumentNullException(nameof(logFile), "The log file manager cannot be null."); this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig); this.IgnoreChar = ignoreChar; this.IsVerbose = isVerbose; this.GetScreenIdForLog = getScreenIdForLog; } /// public void Log(string message, LogLevel level = LogLevel.Trace) { this.LogImpl(this.Source, message, (ConsoleLogLevel)level); } /// public void LogOnce(string message, LogLevel level = LogLevel.Trace) { if (this.LogOnceCache.Add($"{message}|{level}")) this.LogImpl(this.Source, message, (ConsoleLogLevel)level); } /// public void VerboseLog(string message) { if (this.IsVerbose) this.Log(message, LogLevel.Trace); } /// Write a newline to the console and log file. internal void Newline() { if (this.WriteToConsole) Console.WriteLine(); this.LogFile.WriteLine(""); } /// Log a fatal error message. /// The message to log. internal void LogFatal(string message) { this.LogImpl(this.Source, message, ConsoleLogLevel.Critical); } /// Log console input from the user. /// The user input to log. internal void LogUserInput(string input) { // user input already appears in the console, so just need to write to file string prefix = this.GenerateMessagePrefix(this.Source, (ConsoleLogLevel)LogLevel.Info); this.LogFile.WriteLine($"{prefix} $>{input}"); } /********* ** Private methods *********/ /// Write a message line to the log. /// The name of the mod logging the message. /// The message to log. /// The log level. private void LogImpl(string source, string message, ConsoleLogLevel level) { // generate message string prefix = this.GenerateMessagePrefix(source, level); string fullMessage = $"{prefix} {message}"; string consoleMessage = this.ShowFullStampInConsole ? fullMessage : $"[{source}] {message}"; // write to console if (this.WriteToConsole && (this.ShowTraceInConsole || level != ConsoleLogLevel.Trace)) this.ConsoleWriter.WriteLine(this.IgnoreChar + consoleMessage, level); // write to log file this.LogFile.WriteLine(fullMessage); } /// Generate a message prefix for the current time. /// The name of the mod logging the message. /// The log level. private string GenerateMessagePrefix(string source, ConsoleLogLevel level) { string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength); int? playerIndex = this.GetScreenIdForLog(); return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]"; } } }