using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using StardewModdingAPI.Framework.Logging;
namespace StardewModdingAPI.Framework
{
/// Encapsulates monitoring and logic for a given module.
internal class Monitor : IMonitor
{
/*********
** Properties
*********/
/// The name of the module which logs messages using this instance.
private readonly string Source;
/// Manages access to the console output.
private readonly ConsoleInterceptionManager ConsoleManager;
/// 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();
/// The console text color for each log level.
private static readonly IDictionary Colors = Monitor.GetConsoleColorScheme();
/// Propagates notification that SMAPI should exit.
private readonly CancellationTokenSource ExitTokenSource;
/*********
** Accessors
*********/
/// Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks.
public bool IsExiting => this.ExitTokenSource.IsCancellationRequested;
/// 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;
/// Whether to write anything to the log file. This should almost always be enabled.
internal bool WriteToFile { get; set; } = true;
/*********
** Public methods
*********/
/// Construct an instance.
/// The name of the module which logs messages using this instance.
/// Manages access to the console output.
/// The log file to which to write messages.
/// Propagates notification that SMAPI should exit.
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;
}
/// Log a message for the player or developer.
/// The message to log.
/// The log severity level.
public void Log(string message, LogLevel level = LogLevel.Debug)
{
this.LogImpl(this.Source, message, level, Monitor.Colors[level]);
}
/// 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.
/// The reason for the shutdown.
public void ExitGameImmediately(string reason)
{
this.LogFatal($"{this.Source} requested an immediate game shutdown: {reason}");
this.ExitTokenSource.Cancel();
}
/// Write a newline to the console and log file.
internal void Newline()
{
if (this.WriteToConsole)
this.ConsoleManager.ExclusiveWriteWithoutInterception(Console.WriteLine);
if (this.WriteToFile)
this.LogFile.WriteLine("");
}
/*********
** Private methods
*********/
/// Log a fatal error message.
/// The message to log.
private void LogFatal(string message)
{
this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red);
}
/// Write a message line to the log.
/// The name of the mod logging the message.
/// The message to log.
/// The log level.
/// The console foreground color.
/// The console background color (or null to leave it as-is).
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);
}
/// Get the color scheme to use for the current console.
private static IDictionary GetConsoleColorScheme()
{
// scheme for dark console background
if (Monitor.IsDark(Console.BackgroundColor))
{
return new Dictionary
{
[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.Trace] = ConsoleColor.DarkGray,
[LogLevel.Debug] = ConsoleColor.DarkGray,
[LogLevel.Info] = ConsoleColor.Black,
[LogLevel.Warn] = ConsoleColor.DarkYellow,
[LogLevel.Error] = ConsoleColor.Red,
[LogLevel.Alert] = ConsoleColor.DarkMagenta
};
}
/// Get whether a console color should be considered dark, which is subjectively defined as 'white looks better than black on this text'.
/// The color to check.
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;
}
}
}
}