log custom SMAPI settings to simplify troubleshooting

This commit is contained in:
Jesse Plamondon-Willard 2019-09-16 16:28:12 -04:00
parent 3cf3df8ffb
commit 4e7a67bc6d
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GPG Key ID: CF8B1456B3E29F49
4 changed files with 66 additions and 8 deletions

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@ -43,7 +43,6 @@ For modders:
* Improved mod scanning:
* Now ignores metadata files and folders (like `__MACOSX` and `__folder_managed_by_vortex`) and content files (like `.txt` or `.png`), which avoids missing-manifest errors in some common cases.
* Now detects XNB mods more accurately, and consolidates multi-folder XNB mods in logged messages.
* Added trace logs for skipped loose files so it's easier to troubleshoot player logs.
* Save Backup now works in the background, to avoid affecting startup time for players with a large number of saves.
* The installer now recognises custom game paths stored in `stardewvalley.targets`.
* Duplicate-mod errors now show the mod version in each folder.
@ -93,6 +92,7 @@ For modders:
* Added separate `LogNetworkTraffic` option to make verbose logging less overwhelmingly verbose.
* Added asset propagation for `Data\FarmAnimals`, critter textures, and `DayTimeMoneyBox` buttons.
* Added `Texture2D.Name` values set to the asset key.
* Added trace logs for skipped loose files in the `Mods` folder and custom SMAPI settings so it's easier to troubleshoot player logs.
* `Constants.TargetPlatform` now returns `Android` when playing on an Android device.
* Trace logs for a broken mod now list all detected issues (instead of the first one).
* Trace logs when loading mods are now more clear.

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@ -1,3 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Internal.ConsoleWriting;
namespace StardewModdingAPI.Framework.Models
@ -5,6 +8,35 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>The SMAPI configuration settings.</summary>
internal class SConfig
{
/********
** Fields
********/
/// <summary>The default config values, for fields that should be logged if different.</summary>
private static readonly IDictionary<string, object> DefaultValues = new Dictionary<string, object>
{
[nameof(CheckForUpdates)] = true,
[nameof(ParanoidWarnings)] =
#if DEBUG
true,
#else
false,
#endif
[nameof(UseBetaChannel)] = Constants.ApiVersion.IsPrerelease(),
[nameof(GitHubProjectName)] = "Pathoschild/SMAPI",
[nameof(WebApiBaseUrl)] = "https://api.smapi.io",
[nameof(VerboseLogging)] = false,
[nameof(LogNetworkTraffic)] = false,
[nameof(DumpMetadata)] = false
};
/// <summary>The default values for <see cref="SuppressUpdateChecks"/>, to log changes if different.</summary>
private static readonly HashSet<string> DefaultSuppressUpdateChecks = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase)
{
"SMAPI.ConsoleCommands",
"SMAPI.SaveBackup"
};
/********
** Accessors
********/
@ -15,15 +47,10 @@ namespace StardewModdingAPI.Framework.Models
public bool CheckForUpdates { get; set; }
/// <summary>Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access.</summary>
public bool ParanoidWarnings { get; set; } =
#if DEBUG
true;
#else
false;
#endif
public bool ParanoidWarnings { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.ParanoidWarnings)];
/// <summary>Whether to show beta versions as valid updates.</summary>
public bool UseBetaChannel { get; set; } = Constants.ApiVersion.IsPrerelease();
public bool UseBetaChannel { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.UseBetaChannel)];
/// <summary>SMAPI's GitHub project name, used to perform update checks.</summary>
public string GitHubProjectName { get; set; }
@ -45,5 +72,28 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>The mod IDs SMAPI should ignore when performing update checks or validating update keys.</summary>
public string[] SuppressUpdateChecks { get; set; }
/********
** Public methods
********/
/// <summary>Get the settings which have been customised by the player.</summary>
public IDictionary<string, object> GetCustomSettings()
{
IDictionary<string, object> custom = new Dictionary<string, object>();
foreach (var pair in SConfig.DefaultValues)
{
object value = typeof(SConfig).GetProperty(pair.Key)?.GetValue(this);
if (!pair.Value.Equals(value))
custom[pair.Key] = value;
}
HashSet<string> curSuppressUpdateChecks = new HashSet<string>(this.SuppressUpdateChecks ?? new string[0], StringComparer.InvariantCultureIgnoreCase);
if (SConfig.DefaultSuppressUpdateChecks.Count != curSuppressUpdateChecks.Count || SConfig.DefaultSuppressUpdateChecks.Any(p => !curSuppressUpdateChecks.Contains(p)))
custom[nameof(this.SuppressUpdateChecks)] = "[" + string.Join(", ", this.SuppressUpdateChecks ?? new string[0]) + "]";
return custom;
}
}
}

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@ -164,6 +164,13 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log("(Using custom --mods-path argument.)", LogLevel.Trace);
this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);
// log custom settings
{
IDictionary<string, object> customSettings = this.Settings.GetCustomSettings();
if (customSettings.Any())
this.Monitor.Log($"Loaded with custom settings: {string.Join(", ", customSettings.OrderBy(p => p.Key).Select(p => $"{p.Key}: {p.Value}"))}", LogLevel.Trace);
}
// validate platform
#if SMAPI_FOR_WINDOWS
if (Constants.Platform != Platform.Windows)

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@ -3,6 +3,7 @@
This file contains advanced configuration for SMAPI. You generally shouldn't change this file.
The default values are mirrored in StardewModdingAPI.Framework.Models.SConfig to log custom changes.