C#: Save copy of sln and csproj before applying fixes

This commit is contained in:
Ignacio Etcheverry 2020-04-22 14:39:42 +02:00
parent bb9d89d78c
commit 93d7ec8836
5 changed files with 77 additions and 44 deletions

View file

@ -0,0 +1,27 @@
using System.IO;
namespace GodotTools.Core
{
public static class FileUtils
{
public static void SaveBackupCopy(string filePath)
{
string backupPathBase = filePath + ".old";
string backupPath = backupPathBase;
const int maxAttempts = 5;
int attempt = 1;
while (File.Exists(backupPath) && attempt <= maxAttempts)
{
backupPath = backupPathBase + "." + (attempt);
attempt++;
}
if (attempt > maxAttempts + 1)
return;
File.Copy(filePath, backupPath, overwrite: true);
}
}
}

View file

@ -31,6 +31,7 @@
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="FileUtils.cs" />
<Compile Include="ProcessExtensions.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="StringExtensions.cs" />

View file

@ -153,7 +153,12 @@ EndProject";
var result = regex.Replace(input,m => dict[m.Value]);
if (result != input)
{
// Save a copy of the solution before replacing it
FileUtils.SaveBackupCopy(slnPath);
File.WriteAllText(slnPath, result);
}
}
}
}

View file

@ -9,8 +9,28 @@ using Microsoft.Build.Construction;
namespace GodotTools.ProjectEditor
{
public sealed class MSBuildProject
{
public ProjectRootElement Root { get; }
public bool HasUnsavedChanges => Root.HasUnsavedChanges;
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;
}
public static void AddItemToProjectChecked(string projectPath, string itemType, string include)
{
var dir = Directory.GetParent(projectPath).FullName;
@ -43,7 +63,6 @@ namespace GodotTools.ProjectEditor
public static void RemoveItemFromProjectChecked(string projectPath, string itemType, string include)
{
var dir = Directory.GetParent(projectPath).FullName;
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
@ -59,8 +78,6 @@ namespace GodotTools.ProjectEditor
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
bool dirty = false;
var oldFolderNormalized = oldFolder.NormalizePath();
var newFolderNormalized = newFolder.NormalizePath();
string absOldFolderNormalized = Path.GetFullPath(oldFolderNormalized).NormalizePath();
@ -71,10 +88,9 @@ namespace GodotTools.ProjectEditor
string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
string absNewIncludeNormalized = absNewFolderNormalized + absPathNormalized.Substring(absOldFolderNormalized.Length);
item.Include = absNewIncludeNormalized.RelativeToPath(dir).Replace("/", "\\");
dirty = true;
}
if (dirty)
if (root.HasUnsavedChanges)
root.Save();
}
@ -150,12 +166,9 @@ namespace GodotTools.ProjectEditor
}
/// Simple function to make sure the Api assembly references are configured correctly
public static void FixApiHintPath(string projectPath)
public static void FixApiHintPath(MSBuildProject project)
{
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
bool dirty = false;
var root = project.Root;
void AddPropertyIfNotPresent(string name, string condition, string value)
{
@ -170,7 +183,6 @@ namespace GodotTools.ProjectEditor
}
root.AddProperty(name, value).Condition = " " + condition + " ";
dirty = true;
}
AddPropertyIfNotPresent(name: "ApiConfiguration",
@ -212,7 +224,6 @@ namespace GodotTools.ProjectEditor
}
referenceWithHintPath.AddMetadata("HintPath", hintPath);
dirty = true;
return;
}
@ -221,14 +232,12 @@ namespace GodotTools.ProjectEditor
{
// Found a Reference item without a HintPath
referenceWithoutHintPath.AddMetadata("HintPath", hintPath);
dirty = true;
return;
}
}
// Found no Reference item at all. Add it.
root.AddItem("Reference", referenceName).Condition = " " + condition + " ";
dirty = true;
}
const string coreProjectName = "GodotSharp";
@ -242,17 +251,11 @@ namespace GodotTools.ProjectEditor
SetReferenceHintPath(coreProjectName, coreCondition, coreHintPath);
SetReferenceHintPath(editorProjectName, editorCondition, editorHintPath);
if (dirty)
root.Save();
}
public static void MigrateFromOldConfigNames(string projectPath)
public static void MigrateFromOldConfigNames(MSBuildProject project)
{
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
bool dirty = false;
var root = project.Root;
bool hasGodotProjectGeneratorVersion = false;
bool foundOldConfiguration = false;
@ -267,7 +270,6 @@ namespace GodotTools.ProjectEditor
{
configItem.Value = "Debug";
foundOldConfiguration = true;
dirty = true;
}
}
@ -275,7 +277,6 @@ namespace GodotTools.ProjectEditor
{
root.PropertyGroups.First(g => g.Condition == string.Empty)?
.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
dirty = true;
}
if (!foundOldConfiguration)
@ -299,33 +300,21 @@ namespace GodotTools.ProjectEditor
void MigrateConditions(string oldCondition, string newCondition)
{
foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition.Trim() == oldCondition))
{
propertyGroup.Condition = " " + newCondition + " ";
dirty = true;
}
foreach (var propertyGroup in root.PropertyGroups)
{
foreach (var prop in propertyGroup.Properties.Where(p => p.Condition.Trim() == oldCondition))
{
prop.Condition = " " + newCondition + " ";
dirty = true;
}
}
foreach (var itemGroup in root.ItemGroups.Where(g => g.Condition.Trim() == oldCondition))
{
itemGroup.Condition = " " + newCondition + " ";
dirty = true;
}
foreach (var itemGroup in root.ItemGroups)
{
foreach (var item in itemGroup.Items.Where(item => item.Condition.Trim() == oldCondition))
{
item.Condition = " " + newCondition + " ";
dirty = true;
}
}
}
@ -340,10 +329,6 @@ namespace GodotTools.ProjectEditor
MigrateConfigurationConditions("Release", "ExportRelease");
MigrateConfigurationConditions("Tools", "Debug"); // Must be last
}
if (dirty)
root.Save();
}
}
}

View file

@ -1,4 +1,5 @@
using Godot;
using GodotTools.Core;
using GodotTools.Export;
using GodotTools.Utils;
using System;
@ -442,13 +443,27 @@ namespace GodotTools
{
// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
// Migrate csproj from old configuration names to: Debug, ExportDebug and ExportRelease
ProjectUtils.MigrateFromOldConfigNames(GodotSharpDirs.ProjectCsProjPath);
// Apply the other fixes after configurations are migrated
var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
?? throw new Exception("Cannot open C# project");
// NOTE: The order in which changes are made to the project is important
// Migrate csproj from old configuration names to: Debug, ExportDebug and ExportRelease
ProjectUtils.MigrateFromOldConfigNames(msbuildProject);
// Apply the other fixes only after configurations have been migrated
// Make sure the existing project has Api assembly references configured correctly
ProjectUtils.FixApiHintPath(GodotSharpDirs.ProjectCsProjPath);
ProjectUtils.FixApiHintPath(msbuildProject);
if (msbuildProject.HasUnsavedChanges)
{
// Save a copy of the project before replacing it
FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath);
msbuildProject.Save();
}
}
catch (Exception e)
{