[C#] Enable nullability for variant classes

This commit is contained in:
Thaddeus Crews 2023-10-07 16:38:32 -05:00
parent b94eb58d35
commit 08e44123cb
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GPG key ID: 62181B86FE9E5D84
8 changed files with 62 additions and 43 deletions

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@ -6,6 +6,8 @@ using System.Linq;
using System.Runtime.CompilerServices;
using Godot.NativeInterop;
#nullable enable
namespace Godot.Collections
{
/// <summary>
@ -22,7 +24,7 @@ namespace Godot.Collections
{
internal godot_array.movable NativeValue;
private WeakReference<IDisposable> _weakReferenceToSelf;
private WeakReference<IDisposable>? _weakReferenceToSelf;
/// <summary>
/// Constructs a new empty <see cref="Array"/>.
@ -1140,7 +1142,8 @@ namespace Godot.Collections
/// </summary>
/// <param name="from">The typed array to convert.</param>
/// <returns>A new Godot Array, or <see langword="null"/> if <see paramref="from"/> was null.</returns>
public static explicit operator Array(Array<T> from)
[return: NotNullIfNotNull(nameof(from))]
public static explicit operator Array?(Array<T>? from)
{
return from?._underlyingArray;
}

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@ -194,7 +194,7 @@ namespace Godot.Bridge
var native = GodotObject.InternalGetClassNativeBase(scriptType);
var field = native?.GetField("NativeName", BindingFlags.DeclaredOnly | BindingFlags.Static |
var field = native.GetField("NativeName", BindingFlags.DeclaredOnly | BindingFlags.Static |
BindingFlags.Public | BindingFlags.NonPublic);
if (field == null)
@ -253,11 +253,15 @@ namespace Godot.Bridge
{
var editorAssembly = AppDomain.CurrentDomain.GetAssemblies()
.FirstOrDefault(a => a.GetName().Name == "GodotSharpEditor");
wrapperType = editorAssembly?.GetType("Godot." + nativeTypeNameStr);
if (wrapperType == null)
if (editorAssembly != null)
{
wrapperType = GetTypeByGodotClassAttr(editorAssembly, nativeTypeNameStr);
wrapperType = editorAssembly.GetType("Godot." + nativeTypeNameStr);
if (wrapperType == null)
{
wrapperType = GetTypeByGodotClassAttr(editorAssembly, nativeTypeNameStr);
}
}
}

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@ -414,7 +414,7 @@ namespace Godot
{
ulong objectId = reader.ReadUInt64();
// ReSharper disable once RedundantNameQualifier
GodotObject godotObject = GodotObject.InstanceFromId(objectId);
GodotObject? godotObject = GodotObject.InstanceFromId(objectId);
if (godotObject == null)
return false;

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@ -5,6 +5,8 @@ using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
using Godot.NativeInterop;
#nullable enable
namespace Godot.Collections
{
/// <summary>
@ -19,7 +21,7 @@ namespace Godot.Collections
{
internal godot_dictionary.movable NativeValue;
private WeakReference<IDisposable> _weakReferenceToSelf;
private WeakReference<IDisposable>? _weakReferenceToSelf;
/// <summary>
/// Constructs a new empty <see cref="Dictionary"/>.
@ -559,7 +561,8 @@ namespace Godot.Collections
/// </summary>
/// <param name="from">The typed dictionary to convert.</param>
/// <returns>A new Godot Dictionary, or <see langword="null"/> if <see paramref="from"/> was null.</returns>
public static explicit operator Dictionary(Dictionary<TKey, TValue> from)
[return: NotNullIfNotNull(nameof(from))]
public static explicit operator Dictionary?(Dictionary<TKey, TValue>? from)
{
return from?._underlyingDict;
}

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@ -1,6 +1,8 @@
using System;
using Godot.NativeInterop;
#nullable enable
namespace Godot
{
public partial class GodotObject
@ -26,7 +28,7 @@ namespace Godot
/// </example>
/// <param name="instanceId">Instance ID of the Object to retrieve.</param>
/// <returns>The <see cref="GodotObject"/> instance.</returns>
public static GodotObject InstanceFromId(ulong instanceId)
public static GodotObject? InstanceFromId(ulong instanceId)
{
return InteropUtils.UnmanagedGetManaged(NativeFuncs.godotsharp_instance_from_id(instanceId));
}
@ -49,7 +51,7 @@ namespace Godot
/// </summary>
/// <param name="instance">The instance to check.</param>
/// <returns>If the instance is a valid object.</returns>
public static bool IsInstanceValid(GodotObject instance)
public static bool IsInstanceValid(GodotObject? instance)
{
return instance != null && instance.NativeInstance != IntPtr.Zero;
}
@ -66,9 +68,9 @@ namespace Godot
/// </summary>
/// <param name="obj">The object.</param>
/// <returns>
/// The <see cref="WeakRef"/> reference to the object or <see langword="null"/>.
/// The <see cref="Godot.WeakRef"/> reference to the object or <see langword="null"/>.
/// </returns>
public static WeakRef WeakRef(GodotObject obj)
public static WeakRef? WeakRef(GodotObject? obj)
{
if (!IsInstanceValid(obj))
return null;

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@ -1,8 +1,11 @@
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using Godot.Bridge;
using Godot.NativeInterop;
#nullable enable
namespace Godot
{
public partial class GodotObject : IDisposable
@ -13,7 +16,7 @@ namespace Godot
internal IntPtr NativePtr;
private bool _memoryOwn;
private WeakReference<GodotObject> _weakReferenceToSelf;
private WeakReference<GodotObject>? _weakReferenceToSelf;
/// <summary>
/// Constructs a new <see cref="GodotObject"/>.
@ -59,7 +62,7 @@ namespace Godot
/// </summary>
public IntPtr NativeInstance => NativePtr;
internal static IntPtr GetPtr(GodotObject instance)
internal static IntPtr GetPtr(GodotObject? instance)
{
if (instance == null)
return IntPtr.Zero;
@ -105,7 +108,7 @@ namespace Godot
if (gcHandleToFree != IntPtr.Zero)
{
object target = GCHandle.FromIntPtr(gcHandleToFree).Target;
object? target = GCHandle.FromIntPtr(gcHandleToFree).Target;
// The GC handle may have been replaced in another thread. Release it only if
// it's associated to this managed instance, or if the target is no longer alive.
if (target != this && target != null)
@ -176,18 +179,14 @@ namespace Godot
internal static Type InternalGetClassNativeBase(Type t)
{
do
{
var assemblyName = t.Assembly.GetName();
var name = t.Assembly.GetName().Name;
if (assemblyName.Name == "GodotSharp")
return t;
if (name == "GodotSharp" || name == "GodotSharpEditor")
return t;
if (assemblyName.Name == "GodotSharpEditor")
return t;
} while ((t = t.BaseType) != null);
Debug.Assert(t.BaseType is not null, "Script types must derive from a native Godot type.");
return null;
return InternalGetClassNativeBase(t.BaseType);
}
// ReSharper disable once VirtualMemberNeverOverridden.Global

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@ -1,6 +1,9 @@
using System;
using System.Diagnostics.CodeAnalysis;
using Godot.NativeInterop;
#nullable enable
namespace Godot
{
/// <summary>
@ -39,11 +42,11 @@ namespace Godot
/// new NodePath("/root/MyAutoload"); // If you have an autoloaded node or scene.
/// </code>
/// </example>
public sealed class NodePath : IDisposable, IEquatable<NodePath>
public sealed class NodePath : IDisposable, IEquatable<NodePath?>
{
internal godot_node_path.movable NativeValue;
private WeakReference<IDisposable> _weakReferenceToSelf;
private WeakReference<IDisposable>? _weakReferenceToSelf;
~NodePath()
{
@ -135,7 +138,8 @@ namespace Godot
/// Converts this <see cref="NodePath"/> to a string.
/// </summary>
/// <param name="from">The <see cref="NodePath"/> to convert.</param>
public static implicit operator string(NodePath from) => from?.ToString();
[return: NotNullIfNotNull(nameof(from))]
public static implicit operator string?(NodePath? from) => from?.ToString();
/// <summary>
/// Converts this <see cref="NodePath"/> to a string.
@ -289,19 +293,19 @@ namespace Godot
/// <returns>If the <see cref="NodePath"/> is empty.</returns>
public bool IsEmpty => NativeValue.DangerousSelfRef.IsEmpty;
public static bool operator ==(NodePath left, NodePath right)
public static bool operator ==(NodePath? left, NodePath? right)
{
if (left is null)
return right is null;
return left.Equals(right);
}
public static bool operator !=(NodePath left, NodePath right)
public static bool operator !=(NodePath? left, NodePath? right)
{
return !(left == right);
}
public bool Equals(NodePath other)
public bool Equals([NotNullWhen(true)] NodePath? other)
{
if (other is null)
return false;
@ -310,7 +314,7 @@ namespace Godot
return NativeFuncs.godotsharp_node_path_equals(self, otherNative).ToBool();
}
public override bool Equals(object obj)
public override bool Equals([NotNullWhen(true)] object? obj)
{
return ReferenceEquals(this, obj) || (obj is NodePath other && Equals(other));
}

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@ -1,6 +1,9 @@
using System;
using System.Diagnostics.CodeAnalysis;
using Godot.NativeInterop;
#nullable enable
namespace Godot
{
/// <summary>
@ -10,11 +13,11 @@ namespace Godot
/// Comparing them is much faster than with regular strings, because only the pointers are compared,
/// not the whole strings.
/// </summary>
public sealed class StringName : IDisposable, IEquatable<StringName>
public sealed class StringName : IDisposable, IEquatable<StringName?>
{
internal godot_string_name.movable NativeValue;
private WeakReference<IDisposable> _weakReferenceToSelf;
private WeakReference<IDisposable>? _weakReferenceToSelf;
~StringName()
{
@ -81,7 +84,8 @@ namespace Godot
/// Converts a <see cref="StringName"/> to a string.
/// </summary>
/// <param name="from">The <see cref="StringName"/> to convert.</param>
public static implicit operator string(StringName from) => from?.ToString();
[return: NotNullIfNotNull(nameof(from))]
public static implicit operator string?(StringName? from) => from?.ToString();
/// <summary>
/// Converts this <see cref="StringName"/> to a string.
@ -104,43 +108,43 @@ namespace Godot
/// <returns>If the <see cref="StringName"/> is empty.</returns>
public bool IsEmpty => NativeValue.DangerousSelfRef.IsEmpty;
public static bool operator ==(StringName left, StringName right)
public static bool operator ==(StringName? left, StringName? right)
{
if (left is null)
return right is null;
return left.Equals(right);
}
public static bool operator !=(StringName left, StringName right)
public static bool operator !=(StringName? left, StringName? right)
{
return !(left == right);
}
public bool Equals(StringName other)
public bool Equals([NotNullWhen(true)] StringName? other)
{
if (other is null)
return false;
return NativeValue.DangerousSelfRef == other.NativeValue.DangerousSelfRef;
}
public static bool operator ==(StringName left, in godot_string_name right)
public static bool operator ==(StringName? left, in godot_string_name right)
{
if (left is null)
return right.IsEmpty;
return left.Equals(right);
}
public static bool operator !=(StringName left, in godot_string_name right)
public static bool operator !=(StringName? left, in godot_string_name right)
{
return !(left == right);
}
public static bool operator ==(in godot_string_name left, StringName right)
public static bool operator ==(in godot_string_name left, StringName? right)
{
return right == left;
}
public static bool operator !=(in godot_string_name left, StringName right)
public static bool operator !=(in godot_string_name left, StringName? right)
{
return !(right == left);
}
@ -150,7 +154,7 @@ namespace Godot
return NativeValue.DangerousSelfRef == other;
}
public override bool Equals(object obj)
public override bool Equals([NotNullWhen(true)] object? obj)
{
return ReferenceEquals(this, obj) || (obj is StringName other && Equals(other));
}