godot-module-template/engine/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs

220 lines
8.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Microsoft.Build.Construction;
using Microsoft.Build.Evaluation;
using Microsoft.Build.Locator;
using NuGet.Frameworks;
namespace GodotTools.ProjectEditor
{
public sealed class MSBuildProject
{
internal ProjectRootElement Root { get; set; }
public bool HasUnsavedChanges { get; set; }
public void Save() => Root.Save();
public MSBuildProject(ProjectRootElement root)
{
Root = root;
}
}
public static partial class ProjectUtils
{
[GeneratedRegex(@"\s*'\$\(GodotTargetPlatform\)'\s*==\s*'(?<platform>[A-z]+)'\s*", RegexOptions.IgnoreCase)]
private static partial Regex GodotTargetPlatformConditionRegex();
private static readonly string[] _platformNames =
{
"windows",
"linuxbsd",
"macos",
"android",
"ios",
"web",
};
public static void MSBuildLocatorRegisterLatest(out Version version, out string path)
{
var instance = MSBuildLocator.QueryVisualStudioInstances()
.OrderByDescending(x => x.Version)
.First();
MSBuildLocator.RegisterInstance(instance);
version = instance.Version;
path = instance.MSBuildPath;
}
public static void MSBuildLocatorRegisterMSBuildPath(string msbuildPath)
=> MSBuildLocator.RegisterMSBuildPath(msbuildPath);
public static MSBuildProject? Open(string path)
{
var root = ProjectRootElement.Open(path, ProjectCollection.GlobalProjectCollection, preserveFormatting: true);
return root != null ? new MSBuildProject(root) : null;
}
public static void UpgradeProjectIfNeeded(MSBuildProject project, string projectName)
{
// NOTE: The order in which changes are made to the project is important.
// Migrate to MSBuild project Sdks style if using the old style.
MigrateToProjectSdksStyle(project, projectName);
EnsureGodotSdkIsUpToDate(project);
EnsureTargetFrameworkMatchesMinimumRequirement(project);
}
private static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
{
var origRoot = project.Root;
if (!string.IsNullOrEmpty(origRoot.Sdk))
return;
project.Root = ProjectGenerator.GenGameProject(projectName);
project.Root.FullPath = origRoot.FullPath;
project.HasUnsavedChanges = true;
}
public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
{
var root = project.Root;
string godotSdkAttrValue = ProjectGenerator.GodotSdkAttrValue;
if (!string.IsNullOrEmpty(root.Sdk) &&
root.Sdk.Trim().Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
return;
root.Sdk = godotSdkAttrValue;
project.HasUnsavedChanges = true;
}
private static void EnsureTargetFrameworkMatchesMinimumRequirement(MSBuildProject project)
{
var root = project.Root;
string minTfmValue = ProjectGenerator.GodotMinimumRequiredTfm;
var minTfmVersion = NuGetFramework.Parse(minTfmValue).Version;
ProjectPropertyGroupElement? mainPropertyGroup = null;
ProjectPropertyElement? mainTargetFrameworkProperty = null;
var propertiesToChange = new List<ProjectPropertyElement>();
foreach (var propertyGroup in root.PropertyGroups)
{
bool groupHasCondition = !string.IsNullOrEmpty(propertyGroup.Condition);
// Check if the property group should be excluded from checking for 'TargetFramework' properties.
if (groupHasCondition && !ConditionMatchesGodotPlatform(propertyGroup.Condition))
{
continue;
}
// Store a reference to the first property group without conditions,
// in case we need to add a new 'TargetFramework' property later.
if (mainPropertyGroup == null && !groupHasCondition)
{
mainPropertyGroup = propertyGroup;
}
foreach (var property in propertyGroup.Properties)
{
// We are looking for 'TargetFramework' properties.
if (property.Name != "TargetFramework")
{
continue;
}
bool propertyHasCondition = !string.IsNullOrEmpty(property.Condition);
// Check if the property should be excluded.
if (propertyHasCondition && !ConditionMatchesGodotPlatform(property.Condition))
{
continue;
}
if (!groupHasCondition && !propertyHasCondition)
{
// Store a reference to the 'TargetFramework' that has no conditions
// because it applies to all platforms.
if (mainTargetFrameworkProperty == null)
{
mainTargetFrameworkProperty = property;
}
continue;
}
// If the 'TargetFramework' property is conditional, it may no longer be needed
// when the main one is upgraded to the new minimum version.
var tfmVersion = NuGetFramework.Parse(property.Value).Version;
if (tfmVersion <= minTfmVersion)
{
propertiesToChange.Add(property);
}
}
}
if (mainTargetFrameworkProperty == null)
{
// We haven't found a 'TargetFramework' property without conditions,
// we'll just add one in the first property group without conditions.
if (mainPropertyGroup == null)
{
// We also don't have a property group without conditions,
// so we'll add a new one to the project.
mainPropertyGroup = root.AddPropertyGroup();
}
mainTargetFrameworkProperty = mainPropertyGroup.AddProperty("TargetFramework", minTfmValue);
project.HasUnsavedChanges = true;
}
else
{
var tfmVersion = NuGetFramework.Parse(mainTargetFrameworkProperty.Value).Version;
if (tfmVersion < minTfmVersion)
{
mainTargetFrameworkProperty.Value = minTfmValue;
project.HasUnsavedChanges = true;
}
}
var mainTfmVersion = NuGetFramework.Parse(mainTargetFrameworkProperty.Value).Version;
foreach (var property in propertiesToChange)
{
// If the main 'TargetFramework' property targets a version newer than
// the minimum required by Godot, we don't want to remove the conditional
// 'TargetFramework' properties, only upgrade them to the new minimum.
// Otherwise, it can be removed.
if (mainTfmVersion > minTfmVersion)
{
property.Value = minTfmValue;
}
else
{
property.Parent.RemoveChild(property);
}
project.HasUnsavedChanges = true;
}
static bool ConditionMatchesGodotPlatform(string condition)
{
// Check if the condition is checking the 'GodotTargetPlatform' for one of the
// Godot platforms with built-in support in the Godot.NET.Sdk.
var match = GodotTargetPlatformConditionRegex().Match(condition);
if (match.Success)
{
string platform = match.Groups["platform"].Value;
return _platformNames.Contains(platform, StringComparer.OrdinalIgnoreCase);
}
return false;
}
}
}
}