🐚Shell Structure

Explaining the inner workings of all the kernel shells

Kernel shells can be built by implementing two different interfaces and base classes. Why two? Because the shell handler relies on:

  • BaseShell and IShell: To hold shell type and initialization code

  • BaseShellInfo and IShellInfo: To hold shell commands and the base shell

Shell Handler

The shell handler, Shell, uses the available shell list, which holds the BaseShellInfo abstract class, to manipulate with that shell. That class can be get, depending on the needed type, with the Shell.GetShellInfo() function in the ︎KS.Shell namespace.

The shell handler also contains two properties: CurrentShellType and LastShellType. The former property holds the current shell type, which can be used with the shell management functions. The latter property holds the last shell type, which is usually the shell that you exited. However, there are three cases:

  • If there are no shells in the shell stack, it returns the primary Shell

  • If there is only one shell in the stack, it returns the current shell as the last one

  • If there are two or more shells in the stack, it returns the last shell type

Base Shell

The BaseShell abstract class, which your shell must override, contains the shell type name (ShellType), the flag to bail from the shell (Bail), and the shell initialization code with the shell arguments (InitializeShell()).

public class YourShell : BaseShell, IShell

The shell initialization code usually waits for the Bail value to become true (the shell requested bailing, usually done by exiting the shell using the exit universal command), as in the below example code.

public override void InitializeShell(params object[] ShellArgs)
{
    while (!Bail)
    {
        // Shell code
    }
}

While it's waiting for this to happen, the shell does what it's programmed to do, but in two conditions:

  • All shells must call the Shell.GetLine() function, which usually is adaptive to your shell type. This is the below example code inside the shell initialization code to illustrate this:

while (!Bail)
{
    Shell.GetLine();
}
  • All shells must also handle both the ThreadInterruptedException, which must set Bail to true, and the general exceptions, which must call continue after dumping the exception to the debugger or to the console. For example, the below example code, inside the InitializeShell() function:

while (!Bail)
{
    try
    {
        Shell.GetLine();
    }
    catch (ThreadInterruptedException)
    {
        Flags.CancelRequested = false;
        Bail = true;
    }
    catch (Exception ex)
    {
        DebugWriter.WriteDebugStackTrace(ex);
        TextWriterColor.Write(Translate.DoTranslation("There was an error in the shell.") + CharManager.NewLine + "Error {0}: {1}", true, KernelColorType.Error, ex.GetType().FullName, ex.Message);
        continue;
    }
}

The shell registration is required once you're done implementing the shell and all its required values, which will show you how to implement them in the next three pages. The function responsible for this action is ShellTypeManager.RegisterShell() in the KS.Shell.ShellBase.Shells namespace.

Be sure to unregister your shell using the UnregisterShell() function, or the shell registry function will not update your BaseShellInfo class in the available shell lists!

Shell Presets

While Shell.GetLine() prompts for input, it decides which shell preset, PromptPresetBase, is used according to the list of presets, ShellPresets, that should make a new prompt preset class that you made for your shell.

CurrentPreset specifies the current PromptPresetBase class, which is usually found in the ShellPresets list. It usually calls the PromptPresetManager.CurrentPresets[ShellType] variable.

The first preset should implement a preset called Default in the ShellPresets dictionary.

PromptPresetManager.SetPreset() queries both the shell pre-defined presets, ShellPresets, and the custom presets, CustomShellPresets. After that, it sets the preset to the specified preset in the internal CurrentPresets.

Every preset must implement a base class, PromptPresetBase and IPromptPreset, as in below:

public class YourDefaultPreset : PromptPresetBase, IPromptPreset

The only essential values that you must override in your shell preset class are:

  • PresetName: Read-only property. The shell preset name. If this preset is your first preset, it must be Default.

public override string PresetName { get; } = "Default";
  • PresetPrompt: Read-only property. Usually calls the overridable internal function PresetPromptBuilder(). If it's simple, overriding it with a string is enough.

public override string PresetPrompt => PresetPromptBuilder();

internal override string PresetPromptBuilder()

Optionally, these variables can be overridden:

  • PresetPromptCompletion: Read-only property. Usually calls the overridable internal function PresetPromptCompletionBuilder(). If it's simple, overriding it with a string is enough.

public override string PresetPromptCompletion => PresetPromptCompletionBuilder();

internal override string PresetPromptConpletionBuilder()

Shell Information

Every BaseShell class you create must accompany it with a separate class that implements the BaseShellInfo and IShellInfo classes, as in below:

internal class YourShellInfo : BaseShellInfo, IShellInfo

This is where your commands get together by overriding the Commands variable with the new dictionary containing all your commands, like below (in the UESH shell):

public override Dictionary<string, CommandInfo> Commands => new()
{
    { "adduser", new CommandInfo("adduser", ShellType, "Adds users", new CommandArgumentInfo(new[] { "<userName> [password] [confirm]" }, true, 1), new AddUserCommand(), CommandFlags.Strict) },
    (...)
};

In addition, you can override the ShellPresets class with a new dictionary containing all the presets for your shell, like below:

public override Dictionary<string, PromptPresetBase> ShellPresets => new()
{
    { "Default", new DefaultPreset() }
};

ShellBase, however, must be overridden with an instance of your shell in this form:

public override BaseShell ShellBase => new YourShell();

Additionally, CurrentPreset must be overridden with a variable that queries your shell type with the CurrentPresets variable as in below:

public override PromptPresetBase CurrentPreset => PromptPresetManager.CurrentPresets[ShellType];

The ShellType variable found within the BaseShellInfo class is a wrapper for the ShellBase.ShellType variable for easier access. It's not overridable and is defined like this:

public string ShellType => ShellBase.ShellType;

Command Info

Each command you define in your shell must provide a new instance of the CommandInfo class holding details about the specified command. The new instance of the class can be made using the constructor defined below:

public CommandInfo(string Command, string Type, string HelpDefinition, CommandArgumentInfo CommandArgumentInfo, BaseCommand CommandBase, CommandFlags Flags = CommandFlags.None)

where:

  • Command: The command

  • Type: Your shell type

  • HelpDefinition: The brief summary of what the command does

  • CommandArgumentInfo: Argument information about your command

  • CommandBase: An instance of the BaseCommand containing command execution information

  • CommandFlags: All command flags

To implement CommandArgumentInfo, call the constructor either with no parameters, which implies that there is no argument required to run this command, or with the following options listed below.

public CommandArgumentInfo(string[] HelpUsages, bool ArgumentsRequired, int MinimumArguments, Func<string, int, char[], string[]> AutoCompleter = null)

where:

  • HelpUsages: Defines the command usages

  • ArgumentsRequired: Specifies whether the arguments are required

  • MinimumArguments: Specifies how many arguments are required to execute the command

  • AutoCompleter: Optional. Auto completer function that returns an array of suggestions

The base command is required to be implemented, since it contains overridable command execution code. Your command must implement the command base class below:

class YourCommand : BaseCommand, ICommand

The only function that you need to override is Execute(), which you can override like below:

public override void Execute(string StringArgs, string[] ListArgsOnly, string[] ListSwitchesOnly)

Additionally, you can override the extra help function, HelpHelper(), like this:

public override void HelpHelper()

Finally, the command flags (CommandFlags) can be defined. One or more of the command flags can be defined using the OR (|) operator when defining the command flags. These flags are available:

  • Strict: The command is strict, meaning that it's only available for administrators.

    • The flag value is 1

  • NoMaintenance: This command can't run in maintenance mode.

    • The flag value is 2

  • Obsolete: The command is obsolete.

    • The flag value is 4

  • SettingVariable: The command is setting a UESH variable.

    • The flag value is 8

  • RedirectionSupported: Redirection is supported, meaning that all the output to the commands can be redirected to a file.

    • The flag value is 16

  • Wrappable: This command is wrappable to pages.

    • The flag value is 32

  • Hidden: This command can be executed, but not shown in command list generated by help.

    • The flag value is 64

More?

For information about the help system and how it works, consult the below page:

For command parsing, click the below button:

For shell scripting, click the below button:

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