818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
95 lines
4 KiB
C++
95 lines
4 KiB
C++
/*************************************************************************/
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/* validation_tools.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VALIDATION_TOOLS_H
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#define VALIDATION_TOOLS_H
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#ifdef TOOLS_ENABLED
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#include "core/local_vector.h"
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#include "core/map.h"
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#include "core/ustring.h"
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#include <core/io/json.h>
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#include <core/os/file_access.h>
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#include <scene/3d/path.h>
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class ValidationTracker {
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protected:
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struct Entries {
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Map<String, LocalVector<String>> validation_entries = Map<String, LocalVector<String>>();
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// for printing our CSV to dump validation problems of files
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// later we can make some agnostic tooling for this but this is fine for the time being.
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void add_validation_error(String asset_path, String message);
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void print_to_csv() {
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print_verbose("Exporting assset validation log please wait");
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String massive_log_file;
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String csv_header = "file_path, error message, extra data\n";
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massive_log_file += csv_header;
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for (Map<String, LocalVector<String>>::Element *element = validation_entries.front(); element; element = element->next()) {
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for (unsigned int x = 0; x < element->value().size(); x++) {
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const String &line_entry = element->key() + ", " + element->value()[x].c_escape() + "\n";
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massive_log_file += line_entry;
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}
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}
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String path = "asset_validation_errors.csv";
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Error err;
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FileAccess *file = FileAccess::open(path, FileAccess::WRITE, &err);
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if (!file || err) {
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if (file) {
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memdelete(file);
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}
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print_error("ValidationTracker Error - failed to create file - path: %s\n" + path);
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return;
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}
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file->store_string(massive_log_file);
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if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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print_error("ValidationTracker Error - failed to write to file - path: %s\n" + path);
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}
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file->close();
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memdelete(file);
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}
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};
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// asset path, error messages
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static Entries *entries_singleton;
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public:
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static Entries *get_singleton() {
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return entries_singleton;
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}
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};
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#endif // TOOLS_ENABLED
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#endif // VALIDATION_TOOLS_H
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