summaryrefslogtreecommitdiff
path: root/src/StardewModdingAPI/Framework/Monitor.cs
blob: bf3383866e60af322fef5d09798a1414dc5ccf01 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using StardewModdingAPI.Framework.Logging;

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 static readonly IDictionary<LogLevel, ConsoleColor> Colors = Monitor.GetConsoleColorScheme();

        /// <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;

        /// <summary>Whether to write anything to the log file. This should almost always be enabled.</summary>
        internal bool WriteToFile { 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>
        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;
        }

        /// <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, Monitor.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);
            if (this.WriteToFile)
                this.LogFile.WriteLine("");
        }


        /*********
        ** 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 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);
        }

        /// <summary>Get the color scheme to use for the current console.</summary>
        private static IDictionary<LogLevel, ConsoleColor> GetConsoleColorScheme()
        {
            // scheme for dark console background
            if (Monitor.IsDark(Console.BackgroundColor))
            {
                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
                };
            }

            // scheme for light console background
            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
            };
        }

        /// <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.DarkRed:
                case ConsoleColor.Red:
                    return true;

                default:
                    return false;
            }
        }
    }
}