using System;
using System.Linq;
using System.Threading;
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 color-coded text to the console.
private readonly ColorfulConsoleWriter ConsoleWriter;
/// Manages access to the console output.
private readonly ConsoleInterceptionManager ConsoleInterceptor;
/// 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();
/// 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 verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.
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.
/// Intercepts access to the console output.
/// The log file to which to write messages.
/// Propagates notification that SMAPI should exit.
/// The console color scheme to use.
/// Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.
public Monitor(string source, ConsoleInterceptionManager consoleInterceptor, LogFileManager logFile, CancellationTokenSource exitTokenSource, MonitorColorScheme colorScheme, bool isVerbose)
{
// 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.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorScheme);
this.ConsoleInterceptor = consoleInterceptor;
this.ExitTokenSource = exitTokenSource;
this.IsVerbose = isVerbose;
}
/// 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, (ConsoleLogLevel)level);
}
/// Log a message that only appears when is enabled.
/// The message to log.
public void VerboseLog(string message)
{
if (this.IsVerbose)
this.Log(message, LogLevel.Trace);
}
/// 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($"{this.Source} requested an immediate game shutdown: {reason}");
this.ExitTokenSource.Cancel();
}
/// Write a newline to the console and log file.
internal void Newline()
{
if (this.WriteToConsole)
this.ConsoleInterceptor.ExclusiveWriteWithoutInterception(Console.WriteLine);
this.LogFile.WriteLine("");
}
/// Log console input from the user.
/// The user input to log.
internal void LogUserInput(string input)
{
// user input already appears in the console, so just need to write to file
string prefix = this.GenerateMessagePrefix(this.Source, (ConsoleLogLevel)LogLevel.Info);
this.LogFile.WriteLine($"{prefix} $>{input}");
}
/*********
** Private methods
*********/
/// Log a fatal error message.
/// The message to log.
private void LogFatal(string message)
{
this.LogImpl(this.Source, message, ConsoleLogLevel.Critical);
}
/// 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.ConsoleInterceptor.ExclusiveWriteWithoutInterception(() =>
{
this.ConsoleWriter.WriteLine(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);
return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]";
}
}
}