godot/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
Ignacio Etcheverry 9b24d5f2d0 C#: Don't overwrite newer Godot.NET.Sdk patch version in csproj
Allow game projects to use a Godot.NET.Sdk with a newer patch version.
The major and minor version are still required to be the same.

For example: Allow a Godot 3.2.4 C# project to use a hypothetical
3.2.5 version of Godot.NET.Sdk.
2020-12-06 01:11:31 +01:00

445 lines
16 KiB
C#

using System;
using GodotTools.Core;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml;
using System.Xml.Linq;
using JetBrains.Annotations;
using Microsoft.Build.Construction;
using Microsoft.Build.Globbing;
using Semver;
namespace GodotTools.ProjectEditor
{
public sealed class MSBuildProject
{
internal ProjectRootElement Root { get; set; }
public bool HasUnsavedChanges { get; set; }
public void Save() => Root.Save();
public MSBuildProject(ProjectRootElement root)
{
Root = root;
}
}
public static class ProjectUtils
{
public static MSBuildProject Open(string path)
{
var root = ProjectRootElement.Open(path);
return root != null ? new MSBuildProject(root) : null;
}
[PublicAPI]
public static void AddItemToProjectChecked(string projectPath, string itemType, string include)
{
var dir = Directory.GetParent(projectPath).FullName;
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
if (root.AreDefaultCompileItemsEnabled())
{
// No need to add. It's already included automatically by the MSBuild Sdk.
// This assumes the source file is inside the project directory and not manually excluded in the csproj
return;
}
var normalizedInclude = include.RelativeToPath(dir).Replace("/", "\\");
if (root.AddItemChecked(itemType, normalizedInclude))
root.Save();
}
public static void RenameItemInProjectChecked(string projectPath, string itemType, string oldInclude, string newInclude)
{
var dir = Directory.GetParent(projectPath).FullName;
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
if (root.AreDefaultCompileItemsEnabled())
{
// No need to add. It's already included automatically by the MSBuild Sdk.
// This assumes the source file is inside the project directory and not manually excluded in the csproj
return;
}
var normalizedOldInclude = oldInclude.NormalizePath();
var normalizedNewInclude = newInclude.NormalizePath();
var item = root.FindItemOrNullAbs(itemType, normalizedOldInclude);
if (item == null)
return;
item.Include = normalizedNewInclude.RelativeToPath(dir).Replace("/", "\\");
root.Save();
}
public static void RemoveItemFromProjectChecked(string projectPath, string itemType, string include)
{
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
if (root.AreDefaultCompileItemsEnabled())
{
// No need to add. It's already included automatically by the MSBuild Sdk.
// This assumes the source file is inside the project directory and not manually excluded in the csproj
return;
}
var normalizedInclude = include.NormalizePath();
if (root.RemoveItemChecked(itemType, normalizedInclude))
root.Save();
}
public static void RenameItemsToNewFolderInProjectChecked(string projectPath, string itemType, string oldFolder, string newFolder)
{
var dir = Directory.GetParent(projectPath).FullName;
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
if (root.AreDefaultCompileItemsEnabled())
{
// No need to add. It's already included automatically by the MSBuild Sdk.
// This assumes the source file is inside the project directory and not manually excluded in the csproj
return;
}
bool dirty = false;
var oldFolderNormalized = oldFolder.NormalizePath();
var newFolderNormalized = newFolder.NormalizePath();
string absOldFolderNormalized = Path.GetFullPath(oldFolderNormalized).NormalizePath();
string absNewFolderNormalized = Path.GetFullPath(newFolderNormalized).NormalizePath();
foreach (var item in root.FindAllItemsInFolder(itemType, oldFolderNormalized))
{
string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
string absNewIncludeNormalized = absNewFolderNormalized + absPathNormalized.Substring(absOldFolderNormalized.Length);
item.Include = absNewIncludeNormalized.RelativeToPath(dir).Replace("/", "\\");
dirty = true;
}
if (dirty)
root.Save();
}
public static void RemoveItemsInFolderFromProjectChecked(string projectPath, string itemType, string folder)
{
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
if (root.AreDefaultCompileItemsEnabled())
{
// No need to add. It's already included automatically by the MSBuild Sdk.
// This assumes the source file is inside the project directory and not manually excluded in the csproj
return;
}
var folderNormalized = folder.NormalizePath();
var itemsToRemove = root.FindAllItemsInFolder(itemType, folderNormalized).ToList();
if (itemsToRemove.Count > 0)
{
foreach (var item in itemsToRemove)
item.Parent.RemoveChild(item);
root.Save();
}
}
private static string[] GetAllFilesRecursive(string rootDirectory, string mask)
{
string[] files = Directory.GetFiles(rootDirectory, mask, SearchOption.AllDirectories);
// We want relative paths
for (int i = 0; i < files.Length; i++)
{
files[i] = files[i].RelativeToPath(rootDirectory);
}
return files;
}
public static string[] GetIncludeFiles(string projectPath, string itemType)
{
var result = new List<string>();
var existingFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
if (root.AreDefaultCompileItemsEnabled())
{
var excluded = new List<string>();
result.AddRange(existingFiles);
foreach (var item in root.Items)
{
if (string.IsNullOrEmpty(item.Condition))
continue;
if (item.ItemType != itemType)
continue;
string normalizedRemove = item.Remove.NormalizePath();
var glob = MSBuildGlob.Parse(normalizedRemove);
excluded.AddRange(result.Where(includedFile => glob.IsMatch(includedFile)));
}
result.RemoveAll(f => excluded.Contains(f));
}
foreach (var itemGroup in root.ItemGroups)
{
if (itemGroup.Condition.Length != 0)
continue;
foreach (var item in itemGroup.Items)
{
if (item.ItemType != itemType)
continue;
string normalizedInclude = item.Include.NormalizePath();
var glob = MSBuildGlob.Parse(normalizedInclude);
foreach (var existingFile in existingFiles)
{
if (glob.IsMatch(existingFile))
{
result.Add(existingFile);
}
}
}
}
return result.ToArray();
}
public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
{
var root = project.Root;
if (!string.IsNullOrEmpty(root.Sdk))
return;
root.Sdk = $"{ProjectGenerator.GodotSdkNameToUse}/{ProjectGenerator.GodotSdkVersionToUse}";
root.ToolsVersion = null;
root.DefaultTargets = null;
root.AddProperty("TargetFramework", "net472");
// Remove obsolete properties, items and elements. We're going to be conservative
// here to minimize the chances of introducing breaking changes. As such we will
// only remove elements that could potentially cause issues with the Godot.NET.Sdk.
void RemoveElements(IEnumerable<ProjectElement> elements)
{
foreach (var element in elements)
element.Parent.RemoveChild(element);
}
// Default Configuration
RemoveElements(root.PropertyGroups.SelectMany(g => g.Properties)
.Where(p => p.Name == "Configuration" && p.Condition.Trim() == "'$(Configuration)' == ''" && p.Value == "Debug"));
// Default Platform
RemoveElements(root.PropertyGroups.SelectMany(g => g.Properties)
.Where(p => p.Name == "Platform" && p.Condition.Trim() == "'$(Platform)' == ''" && p.Value == "AnyCPU"));
// Simple properties
var yabaiProperties = new[]
{
"OutputPath",
"BaseIntermediateOutputPath",
"IntermediateOutputPath",
"TargetFrameworkVersion",
"ProjectTypeGuids",
"ApiConfiguration"
};
RemoveElements(root.PropertyGroups.SelectMany(g => g.Properties)
.Where(p => yabaiProperties.Contains(p.Name)));
// Configuration dependent properties
var yabaiPropertiesForConfigs = new[]
{
"DebugSymbols",
"DebugType",
"Optimize",
"DefineConstants",
"ErrorReport",
"WarningLevel",
"ConsolePause"
};
var configNames = new[]
{
"ExportDebug", "ExportRelease", "Debug",
"Tools", "Release" // Include old config names as well in case it's upgrading from 3.2.1 or older
};
foreach (var config in configNames)
{
var group = root.PropertyGroups
.FirstOrDefault(g => g.Condition.Trim() == $"'$(Configuration)|$(Platform)' == '{config}|AnyCPU'");
if (group == null)
continue;
RemoveElements(group.Properties.Where(p => yabaiPropertiesForConfigs.Contains(p.Name)));
if (group.Count == 0)
{
// No more children, safe to delete the group
group.Parent.RemoveChild(group);
}
}
// Godot API References
var apiAssemblies = new[] {ApiAssemblyNames.Core, ApiAssemblyNames.Editor};
RemoveElements(root.ItemGroups.SelectMany(g => g.Items)
.Where(i => i.ItemType == "Reference" && apiAssemblies.Contains(i.Include)));
// Microsoft.NETFramework.ReferenceAssemblies PackageReference
RemoveElements(root.ItemGroups.SelectMany(g => g.Items).Where(i =>
i.ItemType == "PackageReference" &&
i.Include.Equals("Microsoft.NETFramework.ReferenceAssemblies", StringComparison.OrdinalIgnoreCase)));
// Imports
var yabaiImports = new[]
{
"$(MSBuildBinPath)/Microsoft.CSharp.targets",
"$(MSBuildBinPath)Microsoft.CSharp.targets"
};
RemoveElements(root.Imports.Where(import => yabaiImports.Contains(
import.Project.Replace("\\", "/").Replace("//", "/"))));
// 'EnableDefaultCompileItems' and 'GenerateAssemblyInfo' are kept enabled by default
// on new projects, but when migrating old projects we disable them to avoid errors.
root.AddProperty("EnableDefaultCompileItems", "false");
root.AddProperty("GenerateAssemblyInfo", "false");
// Older AssemblyInfo.cs cause the following error:
// 'Properties/AssemblyInfo.cs(19,28): error CS8357:
// The specified version string contains wildcards, which are not compatible with determinism.
// Either remove wildcards from the version string, or disable determinism for this compilation.'
// We disable deterministic builds to prevent this. The user can then fix this manually when desired
// by fixing 'AssemblyVersion("1.0.*")' to not use wildcards.
root.AddProperty("Deterministic", "false");
project.HasUnsavedChanges = true;
var xDoc = XDocument.Parse(root.RawXml);
if (xDoc.Root == null)
return; // Too bad, we will have to keep the xmlns/namespace and xml declaration
XElement GetElement(XDocument doc, string name, string value, string parentName)
{
foreach (var node in doc.DescendantNodes())
{
if (!(node is XElement element))
continue;
if (element.Name.LocalName.Equals(name) && element.Value == value &&
element.Parent != null && element.Parent.Name.LocalName.Equals(parentName))
{
return element;
}
}
return null;
}
// Add comment about Microsoft.NET.Sdk properties disabled during migration
GetElement(xDoc, name: "EnableDefaultCompileItems", value: "false", parentName: "PropertyGroup")
.AddBeforeSelf(new XComment("The following properties were overridden during migration to prevent errors.\n" +
" Enabling them may require other manual changes to the project and its files."));
void RemoveNamespace(XElement element)
{
element.Attributes().Where(x => x.IsNamespaceDeclaration).Remove();
element.Name = element.Name.LocalName;
foreach (var node in element.DescendantNodes())
{
if (node is XElement xElement)
{
// Need to do the same for all children recursively as it adds it to them for some reason...
RemoveNamespace(xElement);
}
}
}
// Remove xmlns/namespace
RemoveNamespace(xDoc.Root);
// Remove xml declaration
xDoc.Nodes().FirstOrDefault(node => node.NodeType == XmlNodeType.XmlDeclaration)?.Remove();
string projectFullPath = root.FullPath;
root = ProjectRootElement.Create(xDoc.CreateReader());
root.FullPath = projectFullPath;
project.Root = root;
}
public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
{
string godotSdkAttrValue = $"{ProjectGenerator.GodotSdkNameToUse}/{ProjectGenerator.GodotSdkVersionToUse}";
var root = project.Root;
string rootSdk = root.Sdk?.Trim();
if (!string.IsNullOrEmpty(rootSdk))
{
// Check if the version is already the same.
if (rootSdk.Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
return;
// We also allow higher versions as long as the major and minor are the same.
var semVerToUse = SemVersion.Parse(ProjectGenerator.GodotSdkVersionToUse);
var godotSdkAttrLaxValueRegex = new Regex($@"^{ProjectGenerator.GodotSdkNameToUse}/(?<ver>.*)$");
var match = godotSdkAttrLaxValueRegex.Match(rootSdk);
if (match.Success &&
SemVersion.TryParse(match.Groups["ver"].Value, out var semVerDetected) &&
semVerDetected.Major == semVerToUse.Major &&
semVerDetected.Minor == semVerToUse.Minor &&
semVerDetected > semVerToUse)
{
return;
}
}
root.Sdk = godotSdkAttrValue;
project.HasUnsavedChanges = true;
}
}
}