move internal commands out of SCore

This commit is contained in:
Jesse Plamondon-Willard 2020-05-22 19:57:22 -04:00
parent 33da29b3e5
commit 163eebd92e
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GPG Key ID: CF8B1456B3E29F49
5 changed files with 154 additions and 45 deletions

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using StardewModdingAPI.Framework.Commands;
namespace StardewModdingAPI.Framework
{
@ -27,7 +28,7 @@ namespace StardewModdingAPI.Framework
/// <exception cref="ArgumentNullException">The <paramref name="name"/> or <paramref name="callback"/> is null or empty.</exception>
/// <exception cref="FormatException">The <paramref name="name"/> is not a valid format.</exception>
/// <exception cref="ArgumentException">There's already a command with that name.</exception>
public void Add(IModMetadata mod, string name, string documentation, Action<string, string[]> callback, bool allowNullCallback = false)
public CommandManager Add(IModMetadata mod, string name, string documentation, Action<string, string[]> callback, bool allowNullCallback = false)
{
name = this.GetNormalizedName(name);
@ -45,6 +46,16 @@ namespace StardewModdingAPI.Framework
// add command
this.Commands.Add(name, new Command(mod, name, documentation, callback));
return this;
}
/// <summary>Add a console command.</summary>
/// <param name="command">the SMAPI console command to add.</param>
/// <param name="monitor">Writes messages to the console.</param>
/// <exception cref="ArgumentException">There's already a command with that name.</exception>
public CommandManager Add(IInternalCommand command, IMonitor monitor)
{
return this.Add(null, command.Name, command.Description, (name, args) => command.HandleCommand(args, monitor));
}
/// <summary>Get a command by its unique name.</summary>

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@ -0,0 +1,64 @@
using System.Linq;
namespace StardewModdingAPI.Framework.Commands
{
/// <summary>The 'help' SMAPI console command.</summary>
internal class HelpCommand : IInternalCommand
{
/*********
** Fields
*********/
/// <summary>Manages console commands.</summary>
private readonly CommandManager CommandManager;
/*********
** Accessors
*********/
/// <summary>The command name, which the user must type to trigger it.</summary>
public string Name { get; } = "help";
/// <summary>The human-readable documentation shown when the player runs the built-in 'help' command.</summary>
public string Description { get; } = "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.";
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="commandManager">Manages console commands.</param>
public HelpCommand(CommandManager commandManager)
{
this.CommandManager = commandManager;
}
/// <summary>Handle the console command when it's entered by the user.</summary>
/// <param name="args">The command arguments.</param>
/// <param name="monitor">Writes messages to the console.</param>
public void HandleCommand(string[] args, IMonitor monitor)
{
if (args.Any())
{
Command result = this.CommandManager.Get(args[0]);
if (result == null)
monitor.Log("There's no command with that name.", LogLevel.Error);
else
monitor.Log($"{result.Name}: {result.Documentation}{(result.Mod != null ? $"\n(Added by {result.Mod.DisplayName}.)" : "")}", LogLevel.Info);
}
else
{
string message = "The following commands are registered:\n";
IGrouping<string, string>[] groups = (from command in this.CommandManager.GetAll() orderby command.Mod?.DisplayName, command.Name group command.Name by command.Mod?.DisplayName).ToArray();
foreach (var group in groups)
{
string modName = group.Key ?? "SMAPI";
string[] commandNames = group.ToArray();
message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
}
message += "For more information about a command, type 'help command_name'.";
monitor.Log(message, LogLevel.Info);
}
}
}
}

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@ -0,0 +1,24 @@
namespace StardewModdingAPI.Framework.Commands
{
/// <summary>A core SMAPI console command.</summary>
interface IInternalCommand
{
/*********
** Accessors
*********/
/// <summary>The command name, which the user must type to trigger it.</summary>
string Name { get; }
/// <summary>The human-readable documentation shown when the player runs the built-in 'help' command.</summary>
string Description { get; }
/*********
** Methods
*********/
/// <summary>Handle the console command when it's entered by the user.</summary>
/// <param name="args">The command arguments.</param>
/// <param name="monitor">Writes messages to the console.</param>
void HandleCommand(string[] args, IMonitor monitor);
}
}

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@ -0,0 +1,44 @@
using System;
namespace StardewModdingAPI.Framework.Commands
{
/// <summary>The 'reload_i18n' SMAPI console command.</summary>
internal class ReloadI18nCommand : IInternalCommand
{
/*********
** Fields
*********/
/// <summary>Reload translations for all mods.</summary>
private readonly Action ReloadTranslations;
/*********
** Accessors
*********/
/// <summary>The command name, which the user must type to trigger it.</summary>
public string Name { get; } = "reload_i18n";
/// <summary>The human-readable documentation shown when the player runs the built-in 'help' command.</summary>
public string Description { get; } = "Reloads translation files for all mods.\n\nUsage: reload_i18n";
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="reloadTranslations">Reload translations for all mods..</param>
public ReloadI18nCommand(Action reloadTranslations)
{
this.ReloadTranslations = reloadTranslations;
}
/// <summary>Handle the console command when it's entered by the user.</summary>
/// <param name="args">The command arguments.</param>
/// <param name="monitor">Writes messages to the console.</param>
public void HandleCommand(string[] args, IMonitor monitor)
{
this.ReloadTranslations();
monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info);
}
}
}

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@ -16,6 +16,7 @@ using System.Windows.Forms;
#endif
using Newtonsoft.Json;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Commands;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Logging;
@ -508,8 +509,9 @@ namespace StardewModdingAPI.Framework
{
// prepare console
this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
this.GameInstance.CommandManager.Add(null, "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
this.GameInstance.CommandManager.Add(null, "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand);
this.GameInstance.CommandManager
.Add(new HelpCommand(this.GameInstance.CommandManager), this.Monitor)
.Add(new ReloadI18nCommand(this.ReloadTranslations), this.Monitor);
// start handling command line input
Thread inputThread = new Thread(() =>
@ -1273,6 +1275,12 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Reload translations for all mods.</summary>
private void ReloadTranslations()
{
this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false));
}
/// <summary>Reload translations for the given mods.</summary>
/// <param name="mods">The mods for which to reload translations.</param>
private void ReloadTranslations(IEnumerable<IModMetadata> mods)
{
@ -1357,48 +1365,6 @@ namespace StardewModdingAPI.Framework
return translations;
}
/// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
/// <param name="name">The command name.</param>
/// <param name="arguments">The command arguments.</param>
private void HandleCommand(string name, string[] arguments)
{
switch (name)
{
case "help":
if (arguments.Any())
{
Command result = this.GameInstance.CommandManager.Get(arguments[0]);
if (result == null)
this.Monitor.Log("There's no command with that name.", LogLevel.Error);
else
this.Monitor.Log($"{result.Name}: {result.Documentation}{(result.Mod != null ? $"\n(Added by {result.Mod.DisplayName}.)" : "")}", LogLevel.Info);
}
else
{
string message = "The following commands are registered:\n";
IGrouping<string, string>[] groups = (from command in this.GameInstance.CommandManager.GetAll() orderby command.Mod?.DisplayName, command.Name group command.Name by command.Mod?.DisplayName).ToArray();
foreach (var group in groups)
{
string modName = group.Key ?? "SMAPI";
string[] commandNames = group.ToArray();
message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
}
message += "For more information about a command, type 'help command_name'.";
this.Monitor.Log(message, LogLevel.Info);
}
break;
case "reload_i18n":
this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false));
this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info);
break;
default:
throw new NotSupportedException($"Unrecognized core SMAPI command '{name}'.");
}
}
/// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
/// <param name="gameMonitor">The monitor with which to log messages as the game.</param>
/// <param name="message">The message to log.</param>