Add console system to print debug output to the PB screen.
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4a288ed859
commit
c75159f706
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@ -55,7 +55,7 @@ namespace IngameScript
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{
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if (innerDoor.Status == DoorStatus.Closed || outerDoor.Status == DoorStatus.Open || OxygenBalanced) { return false; }
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_p.Echo("DEBUG: Balancing Oxygen Tank");
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_console.Print($"{_name}: Balancing Oxygen Tank");
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// Configure the vent to suck in Oxygen.
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airVent.Depressurize = true;
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@ -64,6 +64,7 @@ namespace IngameScript
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}
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private string _name;
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private PrefixedConsole _console;
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private MyGridProgram _p;
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private float targetOxygenLevel = 0.0F;
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@ -75,10 +76,11 @@ namespace IngameScript
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private IMyAirVent airSensor;
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private const int CooldownTicks = 120;
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public Airlock(MyGridProgram p, string name)
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public Airlock(MyGridProgram program, Console console, string name)
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{
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_p = p;
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_p = program;
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_name = name;
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_console = console.CreatePrefixedConsole(_name);
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// Find the appropriate blocks given the airlock name
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initDoors();
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@ -204,17 +206,19 @@ namespace IngameScript
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// Cooldown period
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int cooldown = 0;
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while(cooldown < CooldownTicks) {
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while (cooldown < CooldownTicks)
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{
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cooldown++;
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yield return true;
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}
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setLights(AirlockLightState.Off);
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_console.Print("Cycling Complete.");
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}
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private void closeDoors()
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{
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_p.Echo("DEBUG: Closing Doors");
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_console.Print("Closing Doors");
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// close the doors
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innerDoor.Enabled = true;
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@ -225,7 +229,7 @@ namespace IngameScript
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private void pressurizeDepressurize()
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{
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_p.Echo("DEBUG: Cycling");
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_console.Print("Cycling");
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// toggle the current state
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airVent.Depressurize = !airVent.Depressurize;
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@ -236,14 +240,14 @@ namespace IngameScript
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if (airVent.Depressurize && airSensor != null)
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{
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targetOxygenLevel = airSensor.GetOxygenLevel();
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_p.Echo($"Set depressurization target to {targetOxygenLevel}");
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_console.Print($"Set depressurization target to {targetOxygenLevel}");
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}
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}
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// Open the appropriate door based on pressure state.
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private void openDoor()
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{
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_p.Echo("DEBUG: Opening Door");
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_console.Print($"Opening Door");
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if (airVent.Status == VentStatus.Pressurized)
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{
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@ -298,7 +302,7 @@ namespace IngameScript
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private void error(string error)
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{
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_p.Echo(error);
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_console.Print(error);
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setLights(AirlockLightState.Error);
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}
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}
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@ -23,4 +23,6 @@
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<AdditionalFiles Include="Instructions.readme" />
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<AdditionalFiles Include="thumb.png" />
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</ItemGroup>
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<Import Project="..\Mixins\Console\Console.projitems" Label="shared" />
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<Import Project="..\Mixins\ConfigParser\ConfigParser.projitems" Label="shared" />
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</Project>
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@ -11,9 +11,11 @@ namespace IngameScript
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private int _tickCount = 0;
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private MyCommandLine _cli;
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private Console _console;
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public Program()
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{
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_console = new Console(this);
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_cli = new MyCommandLine();
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_jobs = new List<IEnumerator<bool>>();
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_airlocks = new Dictionary<string, Airlock>();
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@ -25,32 +27,32 @@ namespace IngameScript
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if (!door.CustomName.StartsWith("Airlock")) continue;
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string airlockName = door.CustomName.Split(' ')[0];
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if (_airlocks.ContainsKey(airlockName)) continue;
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Airlock newAirlock = new Airlock(this, airlockName);
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Airlock newAirlock = new Airlock(this, _console, airlockName);
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if (!newAirlock.Functional)
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{
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Echo($"{airlockName} is missing one or more required blocks.");
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_console.Print($"{airlockName} is missing one or more required blocks.");
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continue;
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}
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_airlocks[airlockName] = newAirlock;
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}
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Echo($"Found {_airlocks.Count} airlocks.");
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_console.Print($"Found {_airlocks.Count} airlocks.");
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}
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public void Main(string argument, UpdateType updateSource)
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{
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Echo($"index: {_tickCount++}");
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_console.PrintLower($"Total Ticks: {_tickCount++}");
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if (updateSource == UpdateType.Trigger || updateSource == UpdateType.Terminal)
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{
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_cli.TryParse(argument);
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if (_cli.ArgumentCount == 0) { Echo("You must provide an airlock ID."); }
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if (_cli.ArgumentCount == 0) { _console.Print("You must provide an airlock ID."); }
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else
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{
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string airlockName = $"Airlock{_cli.Argument(0)}";
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if (!_airlocks.ContainsKey(airlockName))
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{
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Echo($"Invalid airlock ID {_cli.Argument(0)}");
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_console.Print($"Invalid airlock ID {_cli.Argument(0)}");
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}
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else
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{
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@ -68,7 +70,7 @@ namespace IngameScript
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job.Dispose();
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_jobs.Remove(job);
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i--;
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Echo("Airlock Cycling Complete.");
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_console.Print("Job Removed From Queue.");
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}
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}
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44
Mixins/ConfigParser/ConfigParser.cs
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44
Mixins/ConfigParser/ConfigParser.cs
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@ -0,0 +1,44 @@
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using Sandbox.ModAPI.Ingame;
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using System;
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using System.Collections.Generic;
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namespace IngameScript
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{
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public class ConfigParser
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{
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private Dictionary<string, string> _config;
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private IMyTerminalBlock _input;
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public ConfigParser(IMyTerminalBlock input)
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{
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_input = input;
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_config = new Dictionary<string, string>();
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Parse();
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}
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// Get a config value, or a default value.
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// that also does type inference, but the type of `defaultValue` must contain a `Parse()` method.
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public T GetValue<T>(string key, T defaultValue)
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{
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if (!_config.ContainsKey(key))
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{
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return defaultValue;
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}
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return (T)Convert.ChangeType(_config[key], typeof(T));
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}
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// Only call this method manually if you are monitoring CustomData for changes.
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public void Parse()
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{
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_config.Clear();
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string[] lines = _input.CustomData.Split('\n');
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foreach (string line in lines)
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{
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string[] tokens = line.Split('=');
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if (tokens.Length != 2) continue;
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_config[tokens[0]] = tokens[1];
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}
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}
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}
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}
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11
Mixins/ConfigParser/ConfigParser.projitems
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11
Mixins/ConfigParser/ConfigParser.projitems
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<?xml version="1.0" encoding="utf-8"?>
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<MSBuildAllProjects Condition="'$(MSBuildVersion)' == '' Or '$(MSBuildVersion)' < '16.0'">$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
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<HasSharedItems>true</HasSharedItems>
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<SharedGUID>8a3cdcc5-4b55-4d87-a415-698a0e1ff06f</SharedGUID>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)/**/*.cs" Visible=" '$(ShowCommonFiles)' == 'true' " />
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</ItemGroup>
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</Project>
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19
Mixins/ConfigParser/ConfigParser.shproj
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19
Mixins/ConfigParser/ConfigParser.shproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Label="Globals">
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<ProjectGuid>8a3cdcc5-4b55-4d87-a415-698a0e1ff06f</ProjectGuid>
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<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
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</PropertyGroup>
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"/>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props"/>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props"/>
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<PropertyGroup/>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<OutputPath>bin\Debug\</OutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<OutputPath>bin\Release\</OutputPath>
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</PropertyGroup>
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<Import Project="ConfigParser.projitems" Label="Shared"/>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets"/>
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</Project>
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77
Mixins/Console/Console.cs
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77
Mixins/Console/Console.cs
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// A utility class representing output to the console.
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// Provides a Print() function that will both call MyGridProgram.Echo()
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// and also output to the Programmable Block's LCD.
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using Sandbox.ModAPI.Ingame;
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using System.Collections.Generic;
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using System.Text;
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namespace IngameScript
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{
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public class Console
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{
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private MyGridProgram _program;
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private int _maxLines;
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private List<string> _buffer;
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private const int DefaultMaxLines = 10;
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public Console(MyGridProgram program)
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{
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_program = program;
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_buffer = new List<string>();
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// Check the PB's custom data for a maxlines directive.
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ConfigParser config = new ConfigParser(_program.Me);
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_maxLines = config.GetValue("ConsoleMaxLines", DefaultMaxLines);
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}
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public PrefixedConsole CreatePrefixedConsole(string prefix)
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{
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return new PrefixedConsole(this, prefix);
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}
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public void Print(string text)
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{
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_program.Echo(text);
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_program.Me.GetSurface(0).WriteText(writeToBuffer(text));
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}
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// Text written with this method goes to the lower screen / keyboard,
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// with no buffering.
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public void PrintLower(string text)
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{
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_program.Me.GetSurface(1).WriteText(text);
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}
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// Adds the text to the buffer, trims the top if necessary, and builds a printable
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// string.
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private string writeToBuffer(string text)
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{
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_buffer.Add(text);
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if (_buffer.Count > _maxLines) _buffer.RemoveAt(0);
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StringBuilder result = new StringBuilder("", 800);
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foreach (string line in _buffer) result.AppendLine(line);
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return result.ToString();
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}
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}
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// This class is necessary because we need to keep a *single* buffer
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// to write to. So we can ask the primary Console for a prefixer.
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public class PrefixedConsole
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{
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private Console _console;
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private string _prefix;
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public PrefixedConsole(Console console, string prefix)
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{
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_console = console;
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_prefix = prefix + ": ";
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}
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public void Print(string text)
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{
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_console.Print(_prefix + text);
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}
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}
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}
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11
Mixins/Console/Console.projitems
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11
Mixins/Console/Console.projitems
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<?xml version="1.0" encoding="utf-8"?>
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<MSBuildAllProjects Condition="'$(MSBuildVersion)' == '' Or '$(MSBuildVersion)' < '16.0'">$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
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<HasSharedItems>true</HasSharedItems>
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<SharedGUID>8a3cdcc5-4b55-4d87-a415-698a0e1ff06f</SharedGUID>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)/**/*.cs" Visible=" '$(ShowCommonFiles)' == 'true' " />
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</ItemGroup>
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</Project>
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19
Mixins/Console/Console.shproj
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19
Mixins/Console/Console.shproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Label="Globals">
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<ProjectGuid>8a3cdcc5-4b55-4d87-a415-698a0e1ff06f</ProjectGuid>
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<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
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</PropertyGroup>
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"/>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props"/>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props"/>
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<PropertyGroup/>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<OutputPath>bin\Debug\</OutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<OutputPath>bin\Release\</OutputPath>
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</PropertyGroup>
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<Import Project="Console.projitems" Label="Shared"/>
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<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets"/>
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</Project>
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