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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using StardewModdingAPI.Framework.Logging;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Internal;
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 readonly IDictionary<LogLevel, ConsoleColor> Colors;
/// <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;
/*********
** 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>
/// <param name="colorScheme">The console color scheme to use.</param>
public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, CancellationTokenSource exitTokenSource, MonitorColorScheme colorScheme)
{
// validate
if (string.IsNullOrWhiteSpace(source))
throw new ArgumentException("The log source cannot be empty.");
// initialise
this.Colors = Monitor.GetConsoleColorScheme(colorScheme);
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, this.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($"{this.Source} requested an immediate game shutdown: {reason}");
this.ExitTokenSource.Cancel();
}
/// <summary>Write a newline to the console and log file.</summary>
internal void Newline()
{
if (this.WriteToConsole)
this.ConsoleManager.ExclusiveWriteWithoutInterception(Console.WriteLine);
this.LogFile.WriteLine("");
}
/// <summary>Log console input from the user.</summary>
/// <param name="input">The user input to log.</param>
internal void LogUserInput(string input)
{
// user input already appears in the console, so just need to write to file
string prefix = this.GenerateMessagePrefix(this.Source, LogLevel.Info);
this.LogFile.WriteLine($"{prefix} $>{input}");
}
/*********
** 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 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 != 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
this.LogFile.WriteLine(fullMessage);
}
/// <summary>Generate a message prefix for the current time.</summary>
/// <param name="source">The name of the mod logging the message.</param>
/// <param name="level">The log level.</param>
private string GenerateMessagePrefix(string source, LogLevel level)
{
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]";
}
/// <summary>Get the color scheme to use for the current console.</summary>
/// <param name="colorScheme">The console color scheme to use.</param>
private static IDictionary<LogLevel, ConsoleColor> GetConsoleColorScheme(MonitorColorScheme colorScheme)
{
// auto detect color scheme
if (colorScheme == MonitorColorScheme.AutoDetect)
{
if (Constants.Platform == Platform.Mac)
colorScheme = MonitorColorScheme.LightBackground; // MacOS doesn't provide console background color info, but it's usually white.
else
colorScheme = Monitor.IsDark(Console.BackgroundColor) ? MonitorColorScheme.DarkBackground : MonitorColorScheme.LightBackground;
}
// get colors for scheme
switch (colorScheme)
{
case MonitorColorScheme.DarkBackground:
return new Dictionary<LogLevel, ConsoleColor>
{
[LogLevel.Trace] = ConsoleColor.DarkGray,
[LogLevel.Debug] = ConsoleColor.DarkGray,
[LogLevel.Info] = ConsoleColor.White,
[LogLevel.Warn] = ConsoleColor.Yellow,
[LogLevel.Error] = ConsoleColor.Red,
[LogLevel.Alert] = ConsoleColor.Magenta
};
case MonitorColorScheme.LightBackground:
return new Dictionary<LogLevel, ConsoleColor>
{
[LogLevel.Trace] = ConsoleColor.DarkGray,
[LogLevel.Debug] = ConsoleColor.DarkGray,
[LogLevel.Info] = ConsoleColor.Black,
[LogLevel.Warn] = ConsoleColor.DarkYellow,
[LogLevel.Error] = ConsoleColor.Red,
[LogLevel.Alert] = ConsoleColor.DarkMagenta
};
default:
throw new NotSupportedException($"Unknown color scheme '{colorScheme}'.");
}
}
/// <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.DarkMagenta: // Powershell
case ConsoleColor.DarkRed:
case ConsoleColor.Red:
return true;
default:
return false;
}
}
}
}
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