C#: Disallow init-only properties

ReadOnly properties are currently not allowed because the generated code
needs to set them, this also apply to `init` properties because they
need to be set after initialization.
This commit is contained in:
Raul Santos 2022-12-23 18:59:08 +01:00
parent d0398f62f0
commit 03c26d6618
No known key found for this signature in database
GPG Key ID: B532473AE3A803E4
3 changed files with 7 additions and 7 deletions

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@ -295,8 +295,8 @@ namespace Godot.SourceGenerators
foreach (var property in properties)
{
// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
if (property.IsWriteOnly || property.IsReadOnly)
// Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable.
if (property.IsWriteOnly || property.IsReadOnly || property.SetMethod!.IsInitOnly)
continue;
var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(property.Type, typeCache);

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@ -158,7 +158,7 @@ namespace Godot.SourceGenerators
// Generate SetGodotClassPropertyValue
bool allPropertiesAreReadOnly = godotClassFields.All(fi => fi.FieldSymbol.IsReadOnly) &&
godotClassProperties.All(pi => pi.PropertySymbol.IsReadOnly);
godotClassProperties.All(pi => pi.PropertySymbol.IsReadOnly || pi.PropertySymbol.SetMethod!.IsInitOnly);
if (!allPropertiesAreReadOnly)
{
@ -168,7 +168,7 @@ namespace Godot.SourceGenerators
isFirstEntry = true;
foreach (var property in godotClassProperties)
{
if (property.PropertySymbol.IsReadOnly)
if (property.PropertySymbol.IsReadOnly || property.PropertySymbol.SetMethod!.IsInitOnly)
continue;
GeneratePropertySetter(property.PropertySymbol.Name,
@ -407,7 +407,7 @@ namespace Godot.SourceGenerators
return null;
}
if (propertySymbol.SetMethod == null)
if (propertySymbol.SetMethod == null || propertySymbol.SetMethod.IsInitOnly)
{
// This should never happen, as we filtered ReadOnly properties, but just in case.
Common.ReportExportedMemberIsReadOnly(context, propertySymbol);

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@ -138,14 +138,14 @@ namespace Godot.SourceGenerators
}
// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
// Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable.
if (property.IsWriteOnly)
{
Common.ReportExportedMemberIsWriteOnly(context, property);
continue;
}
if (property.IsReadOnly)
if (property.IsReadOnly || property.SetMethod!.IsInitOnly)
{
Common.ReportExportedMemberIsReadOnly(context, property);
continue;