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 = Enum.GetValues().Max(level => level.ToString().Length);
/// The cached representation for each level when added to a log header.
private static readonly Dictionary LogStrings = Enum.GetValues().ToDictionary(level => level, level => level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength));
/// 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(new LogOnceCacheKey(message, level)))
this.LogImpl(this.Source, message, (ConsoleLogLevel)level);
}
///
public void VerboseLog(string message)
{
if (this.IsVerbose)
this.Log(message);
}
/// 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 = Monitor.LogStrings[level];
int? playerIndex = this.GetScreenIdForLog();
return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]";
}
}
}