C#: Save copy of sln and csproj before applying fixes
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parent
bb9d89d78c
commit
93d7ec8836
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@ -0,0 +1,27 @@
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using System.IO;
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namespace GodotTools.Core
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{
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public static class FileUtils
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{
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public static void SaveBackupCopy(string filePath)
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{
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string backupPathBase = filePath + ".old";
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string backupPath = backupPathBase;
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const int maxAttempts = 5;
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int attempt = 1;
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while (File.Exists(backupPath) && attempt <= maxAttempts)
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{
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backupPath = backupPathBase + "." + (attempt);
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attempt++;
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}
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if (attempt > maxAttempts + 1)
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return;
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File.Copy(filePath, backupPath, overwrite: true);
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}
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}
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}
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@ -31,6 +31,7 @@
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<Reference Include="System" />
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<Reference Include="System" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="FileUtils.cs" />
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<Compile Include="ProcessExtensions.cs" />
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<Compile Include="ProcessExtensions.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="StringExtensions.cs" />
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<Compile Include="StringExtensions.cs" />
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@ -153,7 +153,12 @@ EndProject";
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var result = regex.Replace(input,m => dict[m.Value]);
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var result = regex.Replace(input,m => dict[m.Value]);
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if (result != input)
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if (result != input)
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{
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// Save a copy of the solution before replacing it
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FileUtils.SaveBackupCopy(slnPath);
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File.WriteAllText(slnPath, result);
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File.WriteAllText(slnPath, result);
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}
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}
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}
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}
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}
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}
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}
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@ -9,8 +9,28 @@ using Microsoft.Build.Construction;
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namespace GodotTools.ProjectEditor
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namespace GodotTools.ProjectEditor
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{
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{
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public sealed class MSBuildProject
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{
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public ProjectRootElement Root { get; }
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public bool HasUnsavedChanges => Root.HasUnsavedChanges;
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public void Save() => Root.Save();
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public MSBuildProject(ProjectRootElement root)
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{
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Root = root;
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}
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}
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public static class ProjectUtils
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public static class ProjectUtils
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{
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{
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public static MSBuildProject Open(string path)
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{
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var root = ProjectRootElement.Open(path);
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return root != null ? new MSBuildProject(root) : null;
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}
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public static void AddItemToProjectChecked(string projectPath, string itemType, string include)
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public static void AddItemToProjectChecked(string projectPath, string itemType, string include)
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{
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{
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var dir = Directory.GetParent(projectPath).FullName;
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var dir = Directory.GetParent(projectPath).FullName;
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@ -43,7 +63,6 @@ namespace GodotTools.ProjectEditor
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public static void RemoveItemFromProjectChecked(string projectPath, string itemType, string include)
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public static void RemoveItemFromProjectChecked(string projectPath, string itemType, string include)
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{
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{
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var dir = Directory.GetParent(projectPath).FullName;
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var root = ProjectRootElement.Open(projectPath);
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var root = ProjectRootElement.Open(projectPath);
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Debug.Assert(root != null);
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Debug.Assert(root != null);
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@ -59,8 +78,6 @@ namespace GodotTools.ProjectEditor
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var root = ProjectRootElement.Open(projectPath);
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var root = ProjectRootElement.Open(projectPath);
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Debug.Assert(root != null);
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Debug.Assert(root != null);
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bool dirty = false;
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var oldFolderNormalized = oldFolder.NormalizePath();
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var oldFolderNormalized = oldFolder.NormalizePath();
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var newFolderNormalized = newFolder.NormalizePath();
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var newFolderNormalized = newFolder.NormalizePath();
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string absOldFolderNormalized = Path.GetFullPath(oldFolderNormalized).NormalizePath();
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string absOldFolderNormalized = Path.GetFullPath(oldFolderNormalized).NormalizePath();
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@ -71,10 +88,9 @@ namespace GodotTools.ProjectEditor
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string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
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string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
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string absNewIncludeNormalized = absNewFolderNormalized + absPathNormalized.Substring(absOldFolderNormalized.Length);
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string absNewIncludeNormalized = absNewFolderNormalized + absPathNormalized.Substring(absOldFolderNormalized.Length);
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item.Include = absNewIncludeNormalized.RelativeToPath(dir).Replace("/", "\\");
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item.Include = absNewIncludeNormalized.RelativeToPath(dir).Replace("/", "\\");
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dirty = true;
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}
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}
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if (dirty)
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if (root.HasUnsavedChanges)
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root.Save();
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root.Save();
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}
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}
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@ -150,12 +166,9 @@ namespace GodotTools.ProjectEditor
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}
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}
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/// Simple function to make sure the Api assembly references are configured correctly
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/// Simple function to make sure the Api assembly references are configured correctly
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public static void FixApiHintPath(string projectPath)
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public static void FixApiHintPath(MSBuildProject project)
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{
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{
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var root = ProjectRootElement.Open(projectPath);
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var root = project.Root;
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Debug.Assert(root != null);
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bool dirty = false;
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void AddPropertyIfNotPresent(string name, string condition, string value)
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void AddPropertyIfNotPresent(string name, string condition, string value)
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{
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{
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@ -170,7 +183,6 @@ namespace GodotTools.ProjectEditor
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}
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}
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root.AddProperty(name, value).Condition = " " + condition + " ";
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root.AddProperty(name, value).Condition = " " + condition + " ";
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dirty = true;
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}
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}
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AddPropertyIfNotPresent(name: "ApiConfiguration",
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AddPropertyIfNotPresent(name: "ApiConfiguration",
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@ -212,7 +224,6 @@ namespace GodotTools.ProjectEditor
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}
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}
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referenceWithHintPath.AddMetadata("HintPath", hintPath);
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referenceWithHintPath.AddMetadata("HintPath", hintPath);
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dirty = true;
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return;
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return;
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}
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}
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@ -221,14 +232,12 @@ namespace GodotTools.ProjectEditor
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{
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{
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// Found a Reference item without a HintPath
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// Found a Reference item without a HintPath
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referenceWithoutHintPath.AddMetadata("HintPath", hintPath);
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referenceWithoutHintPath.AddMetadata("HintPath", hintPath);
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dirty = true;
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return;
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return;
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}
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}
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}
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}
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// Found no Reference item at all. Add it.
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// Found no Reference item at all. Add it.
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root.AddItem("Reference", referenceName).Condition = " " + condition + " ";
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root.AddItem("Reference", referenceName).Condition = " " + condition + " ";
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dirty = true;
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}
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}
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const string coreProjectName = "GodotSharp";
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const string coreProjectName = "GodotSharp";
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@ -242,17 +251,11 @@ namespace GodotTools.ProjectEditor
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SetReferenceHintPath(coreProjectName, coreCondition, coreHintPath);
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SetReferenceHintPath(coreProjectName, coreCondition, coreHintPath);
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SetReferenceHintPath(editorProjectName, editorCondition, editorHintPath);
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SetReferenceHintPath(editorProjectName, editorCondition, editorHintPath);
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if (dirty)
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root.Save();
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}
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}
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public static void MigrateFromOldConfigNames(string projectPath)
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public static void MigrateFromOldConfigNames(MSBuildProject project)
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{
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{
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var root = ProjectRootElement.Open(projectPath);
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var root = project.Root;
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Debug.Assert(root != null);
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bool dirty = false;
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bool hasGodotProjectGeneratorVersion = false;
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bool hasGodotProjectGeneratorVersion = false;
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bool foundOldConfiguration = false;
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bool foundOldConfiguration = false;
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@ -267,7 +270,6 @@ namespace GodotTools.ProjectEditor
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{
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{
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configItem.Value = "Debug";
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configItem.Value = "Debug";
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foundOldConfiguration = true;
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foundOldConfiguration = true;
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dirty = true;
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}
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}
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}
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}
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@ -275,7 +277,6 @@ namespace GodotTools.ProjectEditor
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{
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{
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root.PropertyGroups.First(g => g.Condition == string.Empty)?
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root.PropertyGroups.First(g => g.Condition == string.Empty)?
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.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
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.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
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dirty = true;
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}
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}
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if (!foundOldConfiguration)
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if (!foundOldConfiguration)
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void MigrateConditions(string oldCondition, string newCondition)
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void MigrateConditions(string oldCondition, string newCondition)
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{
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{
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foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition.Trim() == oldCondition))
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foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition.Trim() == oldCondition))
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{
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propertyGroup.Condition = " " + newCondition + " ";
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propertyGroup.Condition = " " + newCondition + " ";
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dirty = true;
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}
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foreach (var propertyGroup in root.PropertyGroups)
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foreach (var propertyGroup in root.PropertyGroups)
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{
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{
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foreach (var prop in propertyGroup.Properties.Where(p => p.Condition.Trim() == oldCondition))
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foreach (var prop in propertyGroup.Properties.Where(p => p.Condition.Trim() == oldCondition))
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{
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prop.Condition = " " + newCondition + " ";
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prop.Condition = " " + newCondition + " ";
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dirty = true;
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}
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}
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}
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foreach (var itemGroup in root.ItemGroups.Where(g => g.Condition.Trim() == oldCondition))
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foreach (var itemGroup in root.ItemGroups.Where(g => g.Condition.Trim() == oldCondition))
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{
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itemGroup.Condition = " " + newCondition + " ";
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itemGroup.Condition = " " + newCondition + " ";
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dirty = true;
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}
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foreach (var itemGroup in root.ItemGroups)
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foreach (var itemGroup in root.ItemGroups)
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{
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{
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foreach (var item in itemGroup.Items.Where(item => item.Condition.Trim() == oldCondition))
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foreach (var item in itemGroup.Items.Where(item => item.Condition.Trim() == oldCondition))
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{
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item.Condition = " " + newCondition + " ";
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item.Condition = " " + newCondition + " ";
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dirty = true;
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}
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}
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}
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}
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}
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@ -340,10 +329,6 @@ namespace GodotTools.ProjectEditor
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MigrateConfigurationConditions("Release", "ExportRelease");
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MigrateConfigurationConditions("Release", "ExportRelease");
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MigrateConfigurationConditions("Tools", "Debug"); // Must be last
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MigrateConfigurationConditions("Tools", "Debug"); // Must be last
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}
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}
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if (dirty)
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root.Save();
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}
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}
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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using Godot;
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using Godot;
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using GodotTools.Core;
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using GodotTools.Export;
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using GodotTools.Export;
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using GodotTools.Utils;
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using GodotTools.Utils;
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using System;
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using System;
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@ -442,13 +443,27 @@ namespace GodotTools
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{
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{
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// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
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// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
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DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
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DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
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// Migrate csproj from old configuration names to: Debug, ExportDebug and ExportRelease
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ProjectUtils.MigrateFromOldConfigNames(GodotSharpDirs.ProjectCsProjPath);
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// Apply the other fixes after configurations are migrated
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var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
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?? throw new Exception("Cannot open C# project");
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// NOTE: The order in which changes are made to the project is important
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// Migrate csproj from old configuration names to: Debug, ExportDebug and ExportRelease
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ProjectUtils.MigrateFromOldConfigNames(msbuildProject);
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// Apply the other fixes only after configurations have been migrated
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// Make sure the existing project has Api assembly references configured correctly
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// Make sure the existing project has Api assembly references configured correctly
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ProjectUtils.FixApiHintPath(GodotSharpDirs.ProjectCsProjPath);
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ProjectUtils.FixApiHintPath(msbuildProject);
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if (msbuildProject.HasUnsavedChanges)
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{
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// Save a copy of the project before replacing it
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FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath);
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msbuildProject.Save();
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}
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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