C#: Fix always saving copy of csproj even with no changes

This was a regression from 93d7ec8836 (#38110).
Mono's old implementation of Microsoft.Build hardcodes HasUnsavedChanges to
always return true.
This workaround can be reverted once we switch to official Microsoft.Build.
This commit is contained in:
Ignacio Etcheverry 2020-04-23 16:12:22 +02:00
parent 43f0767390
commit 81f13f6171
1 changed files with 23 additions and 2 deletions

View File

@ -13,7 +13,7 @@ namespace GodotTools.ProjectEditor
{
public ProjectRootElement Root { get; }
public bool HasUnsavedChanges => Root.HasUnsavedChanges;
public bool HasUnsavedChanges { get; set; }
public void Save() => Root.Save();
@ -78,6 +78,8 @@ namespace GodotTools.ProjectEditor
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
bool dirty = false;
var oldFolderNormalized = oldFolder.NormalizePath();
var newFolderNormalized = newFolder.NormalizePath();
string absOldFolderNormalized = Path.GetFullPath(oldFolderNormalized).NormalizePath();
@ -88,9 +90,10 @@ namespace GodotTools.ProjectEditor
string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
string absNewIncludeNormalized = absNewFolderNormalized + absPathNormalized.Substring(absOldFolderNormalized.Length);
item.Include = absNewIncludeNormalized.RelativeToPath(dir).Replace("/", "\\");
dirty = true;
}
if (root.HasUnsavedChanges)
if (dirty)
root.Save();
}
@ -183,6 +186,7 @@ namespace GodotTools.ProjectEditor
}
root.AddProperty(name, value).Condition = " " + condition + " ";
project.HasUnsavedChanges = true;
}
AddPropertyIfNotPresent(name: "ApiConfiguration",
@ -224,6 +228,7 @@ namespace GodotTools.ProjectEditor
}
referenceWithHintPath.AddMetadata("HintPath", hintPath);
project.HasUnsavedChanges = true;
return;
}
@ -232,12 +237,14 @@ namespace GodotTools.ProjectEditor
{
// Found a Reference item without a HintPath
referenceWithoutHintPath.AddMetadata("HintPath", hintPath);
project.HasUnsavedChanges = true;
return;
}
}
// Found no Reference item at all. Add it.
root.AddItem("Reference", referenceName).Condition = " " + condition + " ";
project.HasUnsavedChanges = true;
}
const string coreProjectName = "GodotSharp";
@ -270,6 +277,7 @@ namespace GodotTools.ProjectEditor
{
configItem.Value = "Debug";
foundOldConfiguration = true;
project.HasUnsavedChanges = true;
}
}
@ -277,6 +285,7 @@ namespace GodotTools.ProjectEditor
{
root.PropertyGroups.First(g => g.Condition == string.Empty)?
.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
project.HasUnsavedChanges = true;
}
if (!foundOldConfiguration)
@ -300,21 +309,33 @@ namespace GodotTools.ProjectEditor
void MigrateConditions(string oldCondition, string newCondition)
{
foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition.Trim() == oldCondition))
{
propertyGroup.Condition = " " + newCondition + " ";
project.HasUnsavedChanges = true;
}
foreach (var propertyGroup in root.PropertyGroups)
{
foreach (var prop in propertyGroup.Properties.Where(p => p.Condition.Trim() == oldCondition))
{
prop.Condition = " " + newCondition + " ";
project.HasUnsavedChanges = true;
}
}
foreach (var itemGroup in root.ItemGroups.Where(g => g.Condition.Trim() == oldCondition))
{
itemGroup.Condition = " " + newCondition + " ";
project.HasUnsavedChanges = true;
}
foreach (var itemGroup in root.ItemGroups)
{
foreach (var item in itemGroup.Items.Where(item => item.Condition.Trim() == oldCondition))
{
item.Condition = " " + newCondition + " ";
project.HasUnsavedChanges = true;
}
}
}