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using System;
using System.Collections.Generic;
using System.Linq;
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 Dictionary<LogLevel, ConsoleColor> Colors = 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
};
/// <summary>A delegate which requests that SMAPI immediately exit the game. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
private readonly RequestExitDelegate RequestExit;
/*********
** Accessors
*********/
/// <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="requestExitDelegate">A delegate which requests that SMAPI immediately exit the game.</param>
public Monitor(string source, ConsoleInterceptionManager consoleManager, LogFileManager logFile, RequestExitDelegate requestExitDelegate)
{
// 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.RequestExit = requestExitDelegate;
}
/// <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.RequestExit(this.Source, reason);
}
/// <summary>Log a fatal error message.</summary>
/// <param name="message">The message to log.</param>
internal void LogFatal(string message)
{
this.LogImpl(this.Source, message, LogLevel.Error, ConsoleColor.White, background: ConsoleColor.Red);
}
/// <summary>Log a message for the player or developer, using the specified console color.</summary>
/// <param name="source">The name of the mod logging the message.</param>
/// <param name="message">The message to log.</param>
/// <param name="color">The console color.</param>
/// <param name="level">The log level.</param>
[Obsolete("This method is provided for backwards compatibility and otherwise should not be used. Use " + nameof(Monitor) + "." + nameof(Monitor.Log) + " instead.")]
internal void LegacyLog(string source, string message, ConsoleColor color, LogLevel level = LogLevel.Debug)
{
this.LogImpl(source, message, level, color);
}
/*********
** Private methods
*********/
/// <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);
message = $"[{DateTime.Now:HH:mm:ss} {levelStr} {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(message);
Console.ResetColor();
}
else
Console.WriteLine(message);
});
}
// write to log file
if (this.WriteToFile)
this.LogFile.WriteLine(message);
}
}
}
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