using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Text; namespace Godot.SourceGenerators { [Generator] public class ScriptSerializationGenerator : ISourceGenerator { public void Initialize(GeneratorInitializationContext context) { } public void Execute(GeneratorExecutionContext context) { if (context.IsGodotSourceGeneratorDisabled("ScriptSerialization")) return; INamedTypeSymbol[] godotClasses = context .Compilation.SyntaxTrees .SelectMany(tree => tree.GetRoot().DescendantNodes() .OfType() .SelectGodotScriptClasses(context.Compilation) // Report and skip non-partial classes .Where(x => { if (x.cds.IsPartial()) { if (x.cds.IsNested() && !x.cds.AreAllOuterTypesPartial(out var typeMissingPartial)) { Common.ReportNonPartialGodotScriptOuterClass(context, typeMissingPartial!); return false; } return true; } Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol); return false; }) .Select(x => x.symbol) ) .Distinct(SymbolEqualityComparer.Default) .ToArray(); if (godotClasses.Length > 0) { var typeCache = new MarshalUtils.TypeCache(context.Compilation); foreach (var godotClass in godotClasses) { VisitGodotScriptClass(context, typeCache, godotClass); } } } private static void VisitGodotScriptClass( GeneratorExecutionContext context, MarshalUtils.TypeCache typeCache, INamedTypeSymbol symbol ) { INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace; string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ? namespaceSymbol.FullQualifiedNameOmitGlobal() : string.Empty; bool hasNamespace = classNs.Length != 0; bool isInnerClass = symbol.ContainingType != null; string uniqueHint = symbol.FullQualifiedNameOmitGlobal().SanitizeQualifiedNameForUniqueHint() + "_ScriptSerialization.generated"; var source = new StringBuilder(); source.Append("using Godot;\n"); source.Append("using Godot.NativeInterop;\n"); source.Append("\n"); if (hasNamespace) { source.Append("namespace "); source.Append(classNs); source.Append(" {\n\n"); } if (isInnerClass) { var containingType = symbol.ContainingType; while (containingType != null) { source.Append("partial "); source.Append(containingType.GetDeclarationKeyword()); source.Append(" "); source.Append(containingType.NameWithTypeParameters()); source.Append("\n{\n"); containingType = containingType.ContainingType; } } source.Append("partial class "); source.Append(symbol.NameWithTypeParameters()); source.Append("\n{\n"); var members = symbol.GetMembers(); var propertySymbols = members .Where(s => !s.IsStatic && s.Kind == SymbolKind.Property) .Cast() .Where(s => !s.IsIndexer && s.ExplicitInterfaceImplementations.Length == 0); var fieldSymbols = members .Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared) .Cast(); // TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload. // Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable. var godotClassProperties = propertySymbols.Where(property => !(property.IsReadOnly || property.IsWriteOnly || property.SetMethod!.IsInitOnly)) .WhereIsGodotCompatibleType(typeCache) .ToArray(); var godotClassFields = fieldSymbols.Where(property => !property.IsReadOnly) .WhereIsGodotCompatibleType(typeCache) .ToArray(); var signalDelegateSymbols = members .Where(s => s.Kind == SymbolKind.NamedType) .Cast() .Where(namedTypeSymbol => namedTypeSymbol.TypeKind == TypeKind.Delegate) .Where(s => s.GetAttributes() .Any(a => a.AttributeClass?.IsGodotSignalAttribute() ?? false)); List godotSignalDelegates = new(); foreach (var signalDelegateSymbol in signalDelegateSymbols) { if (!signalDelegateSymbol.Name.EndsWith(ScriptSignalsGenerator.SignalDelegateSuffix)) continue; string signalName = signalDelegateSymbol.Name; signalName = signalName.Substring(0, signalName.Length - ScriptSignalsGenerator.SignalDelegateSuffix.Length); var invokeMethodData = signalDelegateSymbol .DelegateInvokeMethod?.HasGodotCompatibleSignature(typeCache); if (invokeMethodData == null) continue; godotSignalDelegates.Add(new(signalName, signalDelegateSymbol, invokeMethodData.Value)); } source.Append(" /// \n"); source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n"); source.Append( " protected override void SaveGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)\n {\n"); source.Append(" base.SaveGodotObjectData(info);\n"); // Save properties foreach (var property in godotClassProperties) { string propertyName = property.PropertySymbol.Name; source.Append(" info.AddProperty(PropertyName.") .Append(propertyName) .Append(", ") .AppendManagedToVariantExpr(string.Concat("this.", propertyName), property.PropertySymbol.Type, property.Type) .Append(");\n"); } // Save fields foreach (var field in godotClassFields) { string fieldName = field.FieldSymbol.Name; source.Append(" info.AddProperty(PropertyName.") .Append(fieldName) .Append(", ") .AppendManagedToVariantExpr(string.Concat("this.", fieldName), field.FieldSymbol.Type, field.Type) .Append(");\n"); } // Save signal events foreach (var signalDelegate in godotSignalDelegates) { string signalName = signalDelegate.Name; source.Append(" info.AddSignalEventDelegate(SignalName.") .Append(signalName) .Append(", this.backing_") .Append(signalName) .Append(");\n"); } source.Append(" }\n"); source.Append(" /// \n"); source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n"); source.Append( " protected override void RestoreGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)\n {\n"); source.Append(" base.RestoreGodotObjectData(info);\n"); // Restore properties foreach (var property in godotClassProperties) { string propertyName = property.PropertySymbol.Name; source.Append(" if (info.TryGetProperty(PropertyName.") .Append(propertyName) .Append(", out var _value_") .Append(propertyName) .Append("))\n") .Append(" this.") .Append(propertyName) .Append(" = ") .AppendVariantToManagedExpr(string.Concat("_value_", propertyName), property.PropertySymbol.Type, property.Type) .Append(";\n"); } // Restore fields foreach (var field in godotClassFields) { string fieldName = field.FieldSymbol.Name; source.Append(" if (info.TryGetProperty(PropertyName.") .Append(fieldName) .Append(", out var _value_") .Append(fieldName) .Append("))\n") .Append(" this.") .Append(fieldName) .Append(" = ") .AppendVariantToManagedExpr(string.Concat("_value_", fieldName), field.FieldSymbol.Type, field.Type) .Append(";\n"); } // Restore signal events foreach (var signalDelegate in godotSignalDelegates) { string signalName = signalDelegate.Name; string signalDelegateQualifiedName = signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal(); source.Append(" if (info.TryGetSignalEventDelegate<") .Append(signalDelegateQualifiedName) .Append(">(SignalName.") .Append(signalName) .Append(", out var _value_") .Append(signalName) .Append("))\n") .Append(" this.backing_") .Append(signalName) .Append(" = _value_") .Append(signalName) .Append(";\n"); } source.Append(" }\n"); source.Append("}\n"); // partial class if (isInnerClass) { var containingType = symbol.ContainingType; while (containingType != null) { source.Append("}\n"); // outer class containingType = containingType.ContainingType; } } if (hasNamespace) { source.Append("\n}\n"); } context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8)); } } }