godot/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/IdentifierUtils.cs

206 lines
6.2 KiB
C#
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
namespace GodotTools.ProjectEditor
{
public static class IdentifierUtils
{
public static string SanitizeQualifiedIdentifier(string qualifiedIdentifier, bool allowEmptyIdentifiers)
{
if (string.IsNullOrEmpty(qualifiedIdentifier))
throw new ArgumentException($"{nameof(qualifiedIdentifier)} cannot be empty", nameof(qualifiedIdentifier));
string[] identifiers = qualifiedIdentifier.Split('.');
for (int i = 0; i < identifiers.Length; i++)
{
identifiers[i] = SanitizeIdentifier(identifiers[i], allowEmpty: allowEmptyIdentifiers);
}
return string.Join(".", identifiers);
}
C#: Switch games to MSBuild Sdks and .NET Standard Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
2020-07-20 13:48:12 +00:00
/// <summary>
/// Skips invalid identifier characters including decimal digit numbers at the start of the identifier.
/// </summary>
private static void SkipInvalidCharacters(string source, int startIndex, StringBuilder outputBuilder)
{
for (int i = startIndex; i < source.Length; i++)
{
char @char = source[i];
switch (char.GetUnicodeCategory(@char))
{
case UnicodeCategory.UppercaseLetter:
case UnicodeCategory.LowercaseLetter:
case UnicodeCategory.TitlecaseLetter:
case UnicodeCategory.ModifierLetter:
case UnicodeCategory.LetterNumber:
case UnicodeCategory.OtherLetter:
outputBuilder.Append(@char);
break;
case UnicodeCategory.NonSpacingMark:
case UnicodeCategory.SpacingCombiningMark:
case UnicodeCategory.ConnectorPunctuation:
case UnicodeCategory.DecimalDigitNumber:
// Identifiers may start with underscore
if (outputBuilder.Length > startIndex || @char == '_')
outputBuilder.Append(@char);
break;
}
}
}
public static string SanitizeIdentifier(string identifier, bool allowEmpty)
{
if (string.IsNullOrEmpty(identifier))
{
if (allowEmpty)
return "Empty"; // Default value for empty identifiers
throw new ArgumentException($"{nameof(identifier)} cannot be empty if {nameof(allowEmpty)} is false", nameof(identifier));
}
if (identifier.Length > 511)
identifier = identifier.Substring(0, 511);
var identifierBuilder = new StringBuilder();
int startIndex = 0;
if (identifier[0] == '@')
{
identifierBuilder.Append('@');
startIndex += 1;
}
C#: Switch games to MSBuild Sdks and .NET Standard Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
2020-07-20 13:48:12 +00:00
SkipInvalidCharacters(identifier, startIndex, identifierBuilder);
if (identifierBuilder.Length == startIndex)
{
// All characters were invalid so now it's empty. Fill it with something.
identifierBuilder.Append("Empty");
}
identifier = identifierBuilder.ToString();
if (identifier[0] != '@' && IsKeyword(identifier, anyDoubleUnderscore: true))
identifier = '@' + identifier;
return identifier;
}
static bool IsKeyword(string value, bool anyDoubleUnderscore)
{
// Identifiers that start with double underscore are meant to be used for reserved keywords.
// Only existing keywords are enforced, but it may be useful to forbid any identifier
// that begins with double underscore to prevent issues with future C# versions.
if (anyDoubleUnderscore)
{
if (value.Length > 2 && value[0] == '_' && value[1] == '_' && value[2] != '_')
return true;
}
else
{
if (DoubleUnderscoreKeywords.Contains(value))
return true;
}
return Keywords.Contains(value);
}
private static readonly HashSet<string> DoubleUnderscoreKeywords = new HashSet<string>
{
"__arglist",
"__makeref",
"__reftype",
"__refvalue",
};
private static readonly HashSet<string> Keywords = new HashSet<string>
{
"as",
"do",
"if",
"in",
"is",
"for",
"int",
"new",
"out",
"ref",
"try",
"base",
"bool",
"byte",
"case",
"char",
"else",
"enum",
"goto",
"lock",
"long",
"null",
"this",
"true",
"uint",
"void",
"break",
"catch",
"class",
"const",
"event",
"false",
"fixed",
"float",
"sbyte",
"short",
"throw",
"ulong",
"using",
"where",
"while",
"yield",
"double",
"extern",
"object",
"params",
"public",
"return",
"sealed",
"sizeof",
"static",
"string",
"struct",
"switch",
"typeof",
"unsafe",
"ushort",
"checked",
"decimal",
"default",
"finally",
"foreach",
"partial",
"private",
"virtual",
"abstract",
"continue",
"delegate",
"explicit",
"implicit",
"internal",
"operator",
"override",
"readonly",
"volatile",
"interface",
"namespace",
"protected",
"unchecked",
"stackalloc",
};
}
}