SMAPI/StardewModdingAPI/Program.cs

612 lines
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C#
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using System;
using System.CodeDom.Compiler;
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using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
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using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
using Microsoft.CSharp;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
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using StardewModdingAPI.Inheritance;
using StardewModdingAPI.Inheritance.Menus;
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using StardewValley;
using StardewValley.Menus;
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using StardewValley.Minigames;
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using StardewValley.Network;
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using StardewValley.Tools;
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using Keys = Microsoft.Xna.Framework.Input.Keys;
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using Object = StardewValley.Object;
using StardewModdingAPI.Events;
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namespace StardewModdingAPI
{
public class Program
{
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public static string ExecutionPath { get; private set; }
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public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"));
public static List<string> ModPaths = new List<string>();
public static List<string> ModContentPaths = new List<string>();
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public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs");
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public static string CurrentLog { get; private set; }
public static StreamWriter LogStream { get; private set; }
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public static Texture2D DebugPixel { get; private set; }
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public static SGame gamePtr;
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public static bool ready;
public static Assembly StardewAssembly;
public static Type StardewProgramType;
public static FieldInfo StardewGameInfo;
public static Form StardewForm;
public static Thread gameThread;
public static Thread consoleInputThread;
public const string Version = "0.36 Alpha";
public const bool debug = false;
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public static bool disableLogging { get; private set; }
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public static bool StardewInjectorLoaded { get; private set; }
public static Mod StardewInjectorMod { get; private set; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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private static void Main(string[] args)
{
Console.Title = "Stardew Modding API Console";
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Console.Title += " - Version " + Version;
if (debug)
Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
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//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
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ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"));
ModPaths.Add(Path.Combine(ExecutionPath, "Mods"));
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ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content"));
ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content"));
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//Checks that all defined modpaths exist as directories
foreach (string ModPath in ModPaths)
{
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try
{
if (File.Exists(ModPath))
File.Delete(ModPath);
if (!Directory.Exists(ModPath))
Directory.CreateDirectory(ModPath);
}
catch (Exception ex)
{
LogError("Could not create a missing ModPath: " + ModPath + "\n\n" + ex);
}
}
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//Same for content
foreach (string ModContentPath in ModContentPaths)
{
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try
{
if (!Directory.Exists(ModContentPath))
Directory.CreateDirectory(ModContentPath);
}
catch (Exception ex)
{
LogError("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex);
}
}
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//And then make sure we have an errorlog dir
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try
{
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if (!Directory.Exists(LogPath))
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Directory.CreateDirectory(LogPath);
}
catch (Exception ex)
{
LogError("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex);
}
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//Define the path to the current log file
CurrentLog = LogPath + "\\MODDED_ProgramLog_LATEST"/* + System.DateTime.Now.Ticks + */ + ".txt";
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Log(ExecutionPath, false);
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//Create a writer to the log file
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try
{
LogStream = new StreamWriter(CurrentLog, false);
}
catch (Exception ex)
{
disableLogging = true;
LogError("Could not initialize LogStream - Logging is disabled");
}
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LogInfo("Initializing SDV Assembly...");
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if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
{
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//If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing.
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LogError("Could not find: " + ExecutionPath + "\\Stardew Valley.exe");
LogError("The API will now terminate.");
Console.ReadKey();
Environment.Exit(-4);
}
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//Load in that assembly. Also, ignore security :D
StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe");
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//This will load the injector before anything else if it sees it
//It doesn't matter though
//I'll leave it as a feature in case anyone in the community wants to tinker with it
//All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
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foreach (string ModPath in ModPaths)
{
foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
{
LogColour(ConsoleColor.Green, "Found Stardew Injector DLL: " + s);
try
{
Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
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if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0)
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{
LogColour(ConsoleColor.Green, "Loading Injector DLL...");
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TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod));
Mod m = (Mod) mod.CreateInstance(tar.ToString());
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Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
m.Entry(false);
StardewInjectorLoaded = true;
StardewInjectorMod = m;
}
else
{
LogError("Invalid Mod DLL");
}
}
catch (Exception ex)
{
LogError("Failed to load mod '{0}'. Exception details:\n" + ex, s);
}
}
}
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StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
StardewGameInfo = StardewProgramType.GetField("gamePtr");
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#region deprecated
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/*
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* Lol no. I tried though.
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if (File.Exists(ExecutionPath + "\\Stardew_Injector.exe"))
{
//Stardew_Injector Mode
StardewInjectorLoaded = true;
Program.LogInfo("STARDEW_INJECTOR DETECTED, LAUNCHING USING INJECTOR CALLS");
Assembly inj = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew_Injector.exe");
Type prog = inj.GetType("Stardew_Injector.Program", true);
FieldInfo hooker = prog.GetField("hooker", BindingFlags.NonPublic | BindingFlags.Static);
//hook.GetMethod("Initialize").Invoke(hooker.GetValue(null), null);
//customize the initialize method for SGame instead of Game
Assembly cecil = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Mono.Cecil.dll");
Type assDef = cecil.GetType("Mono.Cecil.AssemblyDefinition");
var aDefs = assDef.GetMethods(BindingFlags.Public | BindingFlags.Static);
var aDef = aDefs.First(x => x.ToString().Contains("ReadAssembly(System.String)"));
var theAssDef = aDef.Invoke(null, new object[] { Assembly.GetExecutingAssembly().Location });
var modDef = assDef.GetProperty("MainModule", BindingFlags.Public | BindingFlags.Instance);
var theModDef = modDef.GetValue(theAssDef);
Console.WriteLine("MODDEF: " + theModDef);
Type hook = inj.GetType("Stardew_Injector.Stardew_Hooker", true);
hook.GetField("m_vAsmDefinition", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(hooker.GetValue(null), theAssDef);
hook.GetField("m_vModDefinition", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(hooker.GetValue(null), theModDef);
//hook.GetMethod("Initialize").Invoke(hooker.GetValue(null), null);
hook.GetMethod("ApplyHooks").Invoke(hooker.GetValue(null), null);
//hook.GetMethod("Finalize").Invoke(hooker.GetValue(null), null);
//hook.GetMethod("Run").Invoke(hooker.GetValue(null), null);
Console.ReadKey();
//Now go back and load Stardew through SMAPI
}
*/
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#endregion
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//Change the game's version
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LogInfo("Injecting New SDV Version...");
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Game1.version += "-Z_MODDED | SMAPI " + Version;
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//Create the thread for the game to run in.
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gameThread = new Thread(RunGame);
LogInfo("Starting SDV...");
gameThread.Start();
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//I forget.
SGame.GetStaticFields();
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while (!ready)
{
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//Wait for the game to load up
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}
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//SDV is running
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Log("SDV Loaded Into Memory");
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//Create definition to listen for input
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LogInfo("Initializing Console Input Thread...");
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consoleInputThread = new Thread(ConsoleInputThread);
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//The only command in the API (at least it should be, for now)\
Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired;
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//Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); };
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//Subscribe to events
Events.ControlEvents.KeyPressed += Events_KeyPressed;
Events.GameEvents.LoadContent += Events_LoadContent;
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//Events.MenuChanged += Events_MenuChanged; //Idk right now
if (debug)
{
//Experimental
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//Events.LocationsChanged += Events_LocationsChanged;
//Events.CurrentLocationChanged += Events_CurrentLocationChanged;
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}
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//Do tweaks using winforms invoke because I'm lazy
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LogInfo("Applying Final SDV Tweaks...");
StardewInvoke(() =>
{
gamePtr.IsMouseVisible = false;
gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
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});
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//Game's in memory now, send the event
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LogInfo("Game Loaded");
Events.GameEvents.InvokeGameLoaded();
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LogColour(ConsoleColor.Cyan, "Type 'help' for help, or 'help <cmd>' for a command's usage");
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//Begin listening to input
consoleInputThread.Start();
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while (ready)
{
//Check if the game is still running 10 times a second
Thread.Sleep(1000 / 10);
}
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//abort the thread, we're closing
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if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running)
consoleInputThread.Abort();
LogInfo("Game Execution Finished");
LogInfo("Shutting Down...");
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Thread.Sleep(100);
/*
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int time = 0;
int step = 100;
int target = 1000;
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while (true)
{
time += step;
Thread.Sleep(step);
Console.Write(".");
if (time >= target)
break;
}
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*/
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Environment.Exit(0);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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public static void RunGame()
{
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//Does this even do anything???
Application.ThreadException += Application_ThreadException;
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
AppDomain.CurrentDomain.UnhandledException += CurrentDomain_UnhandledException;
//I've yet to see it called :|
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try
{
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gamePtr = new SGame();
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LogInfo("Patching SDV Graphics Profile...");
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Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
LoadMods();
StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm();
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StardewForm.Closing += StardewForm_Closing;
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ready = true;
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StardewGameInfo.SetValue(StardewProgramType, gamePtr);
gamePtr.Run();
#region deprecated
if (false)
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{
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//Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child
//I'm leaving this here in case the community is interested
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//StardewInjectorMod.Entry(true);
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Type gt = StardewAssembly.GetType("StardewValley.Game1", true);
gamePtr = (SGame)Activator.CreateInstance(gt);
ready = true;
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StardewGameInfo.SetValue(StardewProgramType, gamePtr);
gamePtr.Run();
}
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#endregion
}
catch (Exception ex)
{
LogError("Game failed to start: " + ex);
}
}
static void StardewForm_Closing(object sender, CancelEventArgs e)
{
e.Cancel = true;
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if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes)
{
gamePtr.Exit();
gamePtr.Dispose();
StardewForm.Hide();
ready = false;
}
}
public static void LoadMods()
{
LogColour(ConsoleColor.Green, "LOADING MODS");
int loadedMods = 0;
foreach (string ModPath in ModPaths)
{
foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
{
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if (s.Contains("StardewInjector"))
continue;
LogColour(ConsoleColor.Green, "Found DLL: " + s);
try
{
Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0)
{
LogColour(ConsoleColor.Green, "Loading Mod DLL...");
TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod));
Mod m = (Mod) mod.CreateInstance(tar.ToString());
Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
loadedMods += 1;
m.Entry();
}
else
{
LogError("Invalid Mod DLL");
}
}
catch (Exception ex)
{
LogError("Failed to load mod '{0}'. Exception details:\n" + ex, s);
}
}
}
LogColour(ConsoleColor.Green, "LOADED {0} MODS", loadedMods);
}
public static void ConsoleInputThread()
{
string input = string.Empty;
while (true)
{
Command.CallCommand(Console.ReadLine());
}
}
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static void Events_LoadContent(object o, EventArgs e)
{
LogInfo("Initializing Debug Assets...");
DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
DebugPixel.SetData(new Color[] { Color.White });
if (debug)
{
LogColour(ConsoleColor.Magenta, "REGISTERING BASE CUSTOM ITEM");
SObject so = new SObject();
so.Name = "Mario Block";
so.CategoryName = "SMAPI Test Mod";
so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\Test.png", FileMode.Open));
so.IsPassable = true;
so.IsPlaceable = true;
LogColour(ConsoleColor.Cyan, "REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
LogColour(ConsoleColor.Magenta, "REGISTERING SECOND CUSTOM ITEM");
SObject so2 = new SObject();
so2.Name = "Mario Painting";
so2.CategoryName = "SMAPI Test Mod";
so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
so2.IsPassable = true;
so2.IsPlaceable = true;
LogColour(ConsoleColor.Cyan, "REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
}
if (debug)
Command.CallCommand("load");
}
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static void Events_KeyPressed(object o, EventArgsKeyPressed e)
{
}
static void Events_MenuChanged(IClickableMenu newMenu)
{
LogInfo("NEW MENU: " + newMenu.GetType());
if (newMenu is GameMenu)
{
Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu);
}
}
static void Events_LocationsChanged(List<GameLocation> newLocations)
{
if (debug)
{
SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations);
}
}
static void Events_CurrentLocationChanged(GameLocation newLocation)
{
//SGame.CurrentLocation = null;
//System.Threading.Thread.Sleep(10);
if (debug)
{
Console.WriteLine(newLocation.name);
SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name);
}
//Game1.currentLocation = SGame.CurrentLocation;
//LogInfo(((SGameLocation) newLocation).name);
//LogInfo("LOC CHANGED: " + SGame.currentLocation.name);
}
public static void StardewInvoke(Action a)
{
StardewForm.Invoke(a);
}
static void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e)
{
Console.WriteLine("An exception has been caught");
File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.ExceptionObject.ToString());
}
static void Application_ThreadException(object sender, ThreadExceptionEventArgs e)
{
Console.WriteLine("A thread exception has been caught");
File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.Exception.ToString());
}
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static void help_CommandFired(object o, EventArgsCommand e)
{
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if (e.Command.CalledArgs.Length > 0)
{
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Command fnd = Command.FindCommand(e.Command.CalledArgs[0]);
if (fnd == null)
LogError("The command specified could not be found");
else
{
if (fnd.CommandArgs.Length > 0)
LogInfo("{0}: {1} - {2}", fnd.CommandName, fnd.CommandDesc, fnd.CommandArgs.ToSingular());
else
LogInfo("{0}: {1}", fnd.CommandName, fnd.CommandDesc);
}
}
else
LogInfo("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular());
}
#region Logging
public static void Log(object o, params object[] format)
{
if (format.Length > 0)
{
if (format[0] is bool)
{
if ((bool)format[0] == false)
{
//suppress logging to file
Console.WriteLine("[{0}] {1}", System.DateTime.Now.ToLongTimeString(), String.Format(o.ToString(), format));
return;
}
}
}
string toLog = string.Format("[{0}] {1}", System.DateTime.Now.ToLongTimeString(), String.Format(o.ToString(), format));
Console.WriteLine(toLog);
if (!disableLogging)
{
LogStream.WriteLine(toLog);
LogStream.Flush();
}
}
public static void LogColour(ConsoleColor c, object o, params object[] format)
{
Console.ForegroundColor = c;
Log(o.ToString(), format);
Console.ForegroundColor = ConsoleColor.Gray;
}
public static void LogInfo(object o, params object[] format)
{
Console.ForegroundColor = ConsoleColor.Yellow;
Log(o.ToString(), format);
Console.ForegroundColor = ConsoleColor.Gray;
}
public static void LogError(object o, params object[] format)
{
Console.ForegroundColor = ConsoleColor.Red;
Log(o.ToString(), format);
Console.ForegroundColor = ConsoleColor.Gray;
}
public static void LogDebug(object o, params object[] format)
{
if (!debug)
return;
Console.ForegroundColor = ConsoleColor.DarkYellow;
Log(o.ToString(), format);
Console.ForegroundColor = ConsoleColor.Gray;
}
public static void LogValueNotSpecified()
{
LogError("<value> must be specified");
}
public static void LogObjectValueNotSpecified()
{
LogError("<object> and <value> must be specified");
}
public static void LogValueInvalid()
{
LogError("<value> is invalid");
}
public static void LogObjectInvalid()
{
LogError("<object> is invalid");
}
public static void LogValueNotInt32()
{
LogError("<value> must be a whole number (Int32)");
}
#endregion
}
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}