C#: Ignore property indexers and report if exported
Ignore property indexers since they are unsupported and report a diagnostic if an user tries to export it.
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4 changed files with 36 additions and 3 deletions
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@ -168,6 +168,32 @@ namespace Godot.SourceGenerators
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location?.SourceTree?.FilePath));
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location?.SourceTree?.FilePath));
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}
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}
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public static void ReportExportedMemberIsIndexer(
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GeneratorExecutionContext context,
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ISymbol exportedMemberSymbol
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)
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{
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var locations = exportedMemberSymbol.Locations;
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var location = locations.FirstOrDefault(l => l.SourceTree != null) ?? locations.FirstOrDefault();
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string message = $"Attempted to export indexer property: " +
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$"'{exportedMemberSymbol.ToDisplayString()}'";
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string description = $"{message}. Indexer properties can't be exported." +
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" Remove the '[Export]' attribute.";
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context.ReportDiagnostic(Diagnostic.Create(
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new DiagnosticDescriptor(id: "GD0105",
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title: message,
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messageFormat: message,
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category: "Usage",
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DiagnosticSeverity.Error,
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isEnabledByDefault: true,
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description),
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location,
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location?.SourceTree?.FilePath));
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}
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public static void ReportSignalDelegateMissingSuffix(
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public static void ReportSignalDelegateMissingSuffix(
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GeneratorExecutionContext context,
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GeneratorExecutionContext context,
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INamedTypeSymbol delegateSymbol)
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INamedTypeSymbol delegateSymbol)
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@ -112,7 +112,8 @@ namespace Godot.SourceGenerators
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var propertySymbols = members
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var propertySymbols = members
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
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.Cast<IPropertySymbol>();
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.Cast<IPropertySymbol>()
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.Where(s => !s.IsIndexer);
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var fieldSymbols = members
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var fieldSymbols = members
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
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@ -134,6 +134,12 @@ namespace Godot.SourceGenerators
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continue;
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continue;
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}
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}
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if (property.IsIndexer)
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{
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Common.ReportExportedMemberIsIndexer(context, property);
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continue;
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}
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// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
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// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
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// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
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// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
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if (property.IsWriteOnly)
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if (property.IsWriteOnly)
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@ -148,7 +154,6 @@ namespace Godot.SourceGenerators
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continue;
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continue;
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}
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}
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var propertyType = property.Type;
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var propertyType = property.Type;
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var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(propertyType, typeCache);
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var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(propertyType, typeCache);
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@ -112,7 +112,8 @@ namespace Godot.SourceGenerators
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var propertySymbols = members
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var propertySymbols = members
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
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.Cast<IPropertySymbol>();
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.Cast<IPropertySymbol>()
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.Where(s => !s.IsIndexer);
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var fieldSymbols = members
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var fieldSymbols = members
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
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