godot/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Common.cs

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using System.Linq;
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Diagnostics;
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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namespace Godot.SourceGenerators
{
public static partial class Common
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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{
private static readonly string _helpLinkFormat = $"{VersionDocsUrl}/tutorials/scripting/c_sharp/diagnostics/{{0}}.html";
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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public static void ReportNonPartialGodotScriptClass(
GeneratorExecutionContext context,
ClassDeclarationSyntax cds, INamedTypeSymbol symbol
)
{
string message =
"Missing partial modifier on declaration of type '" +
$"{symbol.FullQualifiedNameOmitGlobal()}' that derives from '{GodotClasses.GodotObject}'";
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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string description = $"{message}. Classes that derive from '{GodotClasses.GodotObject}' " +
"must be declared with the partial modifier.";
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0001",
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0001")),
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
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cds.GetLocation(),
cds.SyntaxTree.FilePath));
}
public static void ReportNonPartialGodotScriptOuterClass(
GeneratorExecutionContext context,
TypeDeclarationSyntax outerTypeDeclSyntax
)
{
var outerSymbol = context.Compilation
.GetSemanticModel(outerTypeDeclSyntax.SyntaxTree)
.GetDeclaredSymbol(outerTypeDeclSyntax);
string fullQualifiedName = outerSymbol is INamedTypeSymbol namedTypeSymbol ?
namedTypeSymbol.FullQualifiedNameOmitGlobal() :
"type not found";
string message =
$"Missing partial modifier on declaration of type '{fullQualifiedName}', " +
$"which contains nested classes that derive from '{GodotClasses.GodotObject}'";
string description = $"{message}. Classes that derive from '{GodotClasses.GodotObject}' and their " +
"containing types must be declared with the partial modifier.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0002",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0002")),
outerTypeDeclSyntax.GetLocation(),
outerTypeDeclSyntax.SyntaxTree.FilePath));
}
public static void ReportExportedMemberIsStatic(
GeneratorExecutionContext context,
ISymbol exportedMemberSymbol
)
{
var locations = exportedMemberSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
bool isField = exportedMemberSymbol is IFieldSymbol;
string message = $"Attempted to export static {(isField ? "field" : "property")}: " +
$"'{exportedMemberSymbol.ToDisplayString()}'";
string description = $"{message}. Only instance fields and properties can be exported." +
" Remove the 'static' modifier or the '[Export]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0101",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0101")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportExportedMemberTypeNotSupported(
GeneratorExecutionContext context,
ISymbol exportedMemberSymbol
)
{
var locations = exportedMemberSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
bool isField = exportedMemberSymbol is IFieldSymbol;
string message = $"The type of the exported {(isField ? "field" : "property")} " +
$"is not supported: '{exportedMemberSymbol.ToDisplayString()}'";
string description = $"{message}. Use a supported type or remove the '[Export]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0102",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0102")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportExportedMemberIsReadOnly(
GeneratorExecutionContext context,
ISymbol exportedMemberSymbol
)
{
var locations = exportedMemberSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
bool isField = exportedMemberSymbol is IFieldSymbol;
string message = $"The exported {(isField ? "field" : "property")} " +
$"is read-only: '{exportedMemberSymbol.ToDisplayString()}'";
string description = isField ?
$"{message}. Exported fields cannot be read-only." :
$"{message}. Exported properties must be writable.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0103",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD1003")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportExportedMemberIsWriteOnly(
GeneratorExecutionContext context,
ISymbol exportedMemberSymbol
)
{
var locations = exportedMemberSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
string message = $"The exported property is write-only: '{exportedMemberSymbol.ToDisplayString()}'";
string description = $"{message}. Exported properties must be readable.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0104",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0104")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportExportedMemberIsIndexer(
GeneratorExecutionContext context,
ISymbol exportedMemberSymbol
)
{
var locations = exportedMemberSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
string message = $"Attempted to export indexer property: " +
$"'{exportedMemberSymbol.ToDisplayString()}'";
string description = $"{message}. Indexer properties can't be exported." +
" Remove the '[Export]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0105",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0105")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportExportedMemberIsExplicitInterfaceImplementation(
GeneratorExecutionContext context,
ISymbol exportedMemberSymbol
)
{
var locations = exportedMemberSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
string message = $"Attempted to export explicit interface property implementation: " +
$"'{exportedMemberSymbol.ToDisplayString()}'";
string description = $"{message}. Explicit interface implementations can't be exported." +
" Remove the '[Export]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0106",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0106")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportSignalDelegateMissingSuffix(
GeneratorExecutionContext context,
INamedTypeSymbol delegateSymbol)
{
var locations = delegateSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
string message = "The name of the delegate must end with 'EventHandler': " +
delegateSymbol.ToDisplayString() +
$". Did you mean '{delegateSymbol.Name}EventHandler'?";
string description = $"{message}. Rename the delegate accordingly or remove the '[Signal]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0201",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0201")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportSignalParameterTypeNotSupported(
GeneratorExecutionContext context,
IParameterSymbol parameterSymbol)
{
var locations = parameterSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
string message = "The parameter of the delegate signature of the signal " +
$"is not supported: '{parameterSymbol.ToDisplayString()}'";
string description = $"{message}. Use supported types only or remove the '[Signal]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0202",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0202")),
location,
location?.SourceTree?.FilePath));
}
public static void ReportSignalDelegateSignatureMustReturnVoid(
GeneratorExecutionContext context,
INamedTypeSymbol delegateSymbol)
{
var locations = delegateSymbol.Locations;
var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
string message = "The delegate signature of the signal " +
$"must return void: '{delegateSymbol.ToDisplayString()}'";
string description = $"{message}. Return void or remove the '[Signal]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0203",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0203")),
location,
location?.SourceTree?.FilePath));
}
public static readonly DiagnosticDescriptor GenericTypeArgumentMustBeVariantRule =
new DiagnosticDescriptor(id: "GD0301",
title: "The generic type argument must be a Variant compatible type",
messageFormat: "The generic type argument must be a Variant compatible type: {0}",
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
"The generic type argument must be a Variant compatible type. Use a Variant compatible type as the generic type argument.",
helpLinkUri: string.Format(_helpLinkFormat, "GD0301"));
public static void ReportGenericTypeArgumentMustBeVariant(
SyntaxNodeAnalysisContext context,
SyntaxNode typeArgumentSyntax,
ISymbol typeArgumentSymbol)
{
string message = "The generic type argument " +
$"must be a Variant compatible type: '{typeArgumentSymbol.ToDisplayString()}'";
string description = $"{message}. Use a Variant compatible type as the generic type argument.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0301",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0301")),
typeArgumentSyntax.GetLocation(),
typeArgumentSyntax.SyntaxTree.FilePath));
}
public static readonly DiagnosticDescriptor GenericTypeParameterMustBeVariantAnnotatedRule =
new DiagnosticDescriptor(id: "GD0302",
title: "The generic type parameter must be annotated with the MustBeVariant attribute",
messageFormat: "The generic type argument must be a Variant type: {0}",
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
"The generic type argument must be a Variant type. Use a Variant type as the generic type argument.",
helpLinkUri: string.Format(_helpLinkFormat, "GD0302"));
public static void ReportGenericTypeParameterMustBeVariantAnnotated(
SyntaxNodeAnalysisContext context,
SyntaxNode typeArgumentSyntax,
ISymbol typeArgumentSymbol)
{
string message = "The generic type parameter must be annotated with the MustBeVariant attribute";
string description = $"{message}. Add the MustBeVariant attribute to the generic type parameter.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0302",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0302")),
typeArgumentSyntax.GetLocation(),
typeArgumentSyntax.SyntaxTree.FilePath));
}
public static readonly DiagnosticDescriptor TypeArgumentParentSymbolUnhandledRule =
new DiagnosticDescriptor(id: "GD0303",
title: "The generic type parameter must be annotated with the MustBeVariant attribute",
messageFormat: "The generic type argument must be a Variant type: {0}",
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
"The generic type argument must be a Variant type. Use a Variant type as the generic type argument.",
helpLinkUri: string.Format(_helpLinkFormat, "GD0303"));
public static void ReportTypeArgumentParentSymbolUnhandled(
SyntaxNodeAnalysisContext context,
SyntaxNode typeArgumentSyntax,
ISymbol parentSymbol)
{
string message = $"Symbol '{parentSymbol.ToDisplayString()}' parent of a type argument " +
"that must be Variant compatible was not handled.";
string description = $"{message}. Handle type arguments that are children of the unhandled symbol type.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0303",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0303")),
typeArgumentSyntax.GetLocation(),
typeArgumentSyntax.SyntaxTree.FilePath));
}
public static readonly DiagnosticDescriptor GlobalClassMustDeriveFromGodotObjectRule =
new DiagnosticDescriptor(id: "GD0401",
title: "The class must derive from GodotObject or a derived class",
messageFormat: "The class '{0}' must derive from GodotObject or a derived class",
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
"The class must derive from GodotObject or a derived class. Change the base class or remove the '[GlobalClass]' attribute.",
helpLinkUri: string.Format(_helpLinkFormat, "GD0401"));
public static void ReportGlobalClassMustDeriveFromGodotObject(
SyntaxNodeAnalysisContext context,
SyntaxNode classSyntax,
ISymbol typeSymbol)
{
string message = $"The class '{typeSymbol.ToDisplayString()}' must derive from GodotObject or a derived class";
string description = $"{message}. Change the base class or remove the '[GlobalClass]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0401",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0401")),
classSyntax.GetLocation(),
classSyntax.SyntaxTree.FilePath));
}
public static readonly DiagnosticDescriptor GlobalClassMustNotBeGenericRule =
new DiagnosticDescriptor(id: "GD0402",
title: "The class must not contain generic arguments",
messageFormat: "The class '{0}' must not contain generic arguments",
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
"The class must be a non-generic type. Remove the generic arguments or the '[GlobalClass]' attribute.",
helpLinkUri: string.Format(_helpLinkFormat, "GD0401"));
public static void ReportGlobalClassMustNotBeGeneric(
SyntaxNodeAnalysisContext context,
SyntaxNode classSyntax,
ISymbol typeSymbol)
{
string message = $"The class '{typeSymbol.ToDisplayString()}' must not contain generic arguments";
string description = $"{message}. Remove the generic arguments or the '[GlobalClass]' attribute.";
context.ReportDiagnostic(Diagnostic.Create(
new DiagnosticDescriptor(id: "GD0402",
title: message,
messageFormat: message,
category: "Usage",
DiagnosticSeverity.Error,
isEnabledByDefault: true,
description,
helpLinkUri: string.Format(_helpLinkFormat, "GD0402")),
classSyntax.GetLocation(),
classSyntax.SyntaxTree.FilePath));
}
Add C# source generator for a new ScriptPath attribute This source generator adds a newly introduced attribute, `ScriptPath` to all classes that: - Are top-level classes (not inner/nested). - Have the `partial` modifier. - Inherit `Godot.Object`. - The class name matches the file name. A build error is thrown if the generator finds a class that meets these conditions but is not declared `partial`, unless the class is annotated with the `DisableGodotGenerators` attribute. We also generate an `AssemblyHasScripts` assembly attribute which Godot uses to get all the script classes in the assembly, eliminating the need for Godot to search them. We can also avoid searching in assemblies that don't have this attribute. This will be good for performance in the future once we support multiple assemblies with Godot script classes. This is an example of what the generated code looks like: ``` using Godot; namespace Foo { [ScriptPathAttribute("res://Player.cs")] // Multiple partial declarations are allowed [ScriptPathAttribute("res://Foo/Player.cs")] partial class Player {} } [assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })] ``` The new attributes replace script metadata which we were generating by determining the namespace of script classes with a very simple parser. This fixes several issues with the old approach related to parser errors and conditional compilation. It also makes the task part of the MSBuild project build, rather than a separate step executed by the Godot editor.
2021-03-05 23:12:42 +00:00
}
}