godot/modules/mono/editor/GodotTools/GodotTools.IdeConnection/MessageParser.cs
Ignacio Etcheverry 0b94203a79 C#: Add Ide Connection library and server for the editor
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-08-04 01:57:53 +02:00

89 lines
2.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace GodotTools.IdeConnection
{
public static class MessageParser
{
public static bool TryParse(string messageLine, out Message message)
{
var arguments = new List<string>();
var stringBuilder = new StringBuilder();
bool expectingArgument = true;
for (int i = 0; i < messageLine.Length; i++)
{
char @char = messageLine[i];
if (@char == ',')
{
if (expectingArgument)
arguments.Add(string.Empty);
expectingArgument = true;
continue;
}
bool quoted = false;
if (messageLine[i] == '"')
{
quoted = true;
i++;
}
while (i < messageLine.Length)
{
@char = messageLine[i];
if (quoted && @char == '"')
{
i++;
break;
}
if (@char == '\\')
{
i++;
if (i < messageLine.Length)
break;
stringBuilder.Append(messageLine[i]);
}
else if (!quoted && @char == ',')
{
break; // We don't increment the counter to allow the colon to be parsed after this
}
else
{
stringBuilder.Append(@char);
}
i++;
}
arguments.Add(stringBuilder.ToString());
stringBuilder.Clear();
expectingArgument = false;
}
if (arguments.Count == 0)
{
message = new Message();
return false;
}
message = new Message
{
Id = arguments[0],
Arguments = arguments.Skip(1).ToArray()
};
return true;
}
}
}