ScriptSerializationGenerator.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using System.Text;
  4. using Microsoft.CodeAnalysis;
  5. using Microsoft.CodeAnalysis.CSharp.Syntax;
  6. using Microsoft.CodeAnalysis.Text;
  7. namespace Godot.SourceGenerators
  8. {
  9. [Generator]
  10. public class ScriptSerializationGenerator : ISourceGenerator
  11. {
  12. public void Initialize(GeneratorInitializationContext context)
  13. {
  14. }
  15. public void Execute(GeneratorExecutionContext context)
  16. {
  17. if (context.IsGodotSourceGeneratorDisabled("ScriptSerialization"))
  18. return;
  19. INamedTypeSymbol[] godotClasses = context
  20. .Compilation.SyntaxTrees
  21. .SelectMany(tree =>
  22. tree.GetRoot().DescendantNodes()
  23. .OfType<ClassDeclarationSyntax>()
  24. .SelectGodotScriptClasses(context.Compilation)
  25. // Report and skip non-partial classes
  26. .Where(x =>
  27. {
  28. if (x.cds.IsPartial())
  29. {
  30. if (x.cds.IsNested() && !x.cds.AreAllOuterTypesPartial(out var typeMissingPartial))
  31. {
  32. Common.ReportNonPartialGodotScriptOuterClass(context, typeMissingPartial!);
  33. return false;
  34. }
  35. return true;
  36. }
  37. Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
  38. return false;
  39. })
  40. .Select(x => x.symbol)
  41. )
  42. .Distinct<INamedTypeSymbol>(SymbolEqualityComparer.Default)
  43. .ToArray();
  44. if (godotClasses.Length > 0)
  45. {
  46. var typeCache = new MarshalUtils.TypeCache(context.Compilation);
  47. foreach (var godotClass in godotClasses)
  48. {
  49. VisitGodotScriptClass(context, typeCache, godotClass);
  50. }
  51. }
  52. }
  53. private static void VisitGodotScriptClass(
  54. GeneratorExecutionContext context,
  55. MarshalUtils.TypeCache typeCache,
  56. INamedTypeSymbol symbol
  57. )
  58. {
  59. INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
  60. string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
  61. namespaceSymbol.FullQualifiedNameOmitGlobal() :
  62. string.Empty;
  63. bool hasNamespace = classNs.Length != 0;
  64. bool isInnerClass = symbol.ContainingType != null;
  65. string uniqueHint = symbol.FullQualifiedNameOmitGlobal().SanitizeQualifiedNameForUniqueHint()
  66. + "_ScriptSerialization.generated";
  67. var source = new StringBuilder();
  68. source.Append("using Godot;\n");
  69. source.Append("using Godot.NativeInterop;\n");
  70. source.Append("\n");
  71. if (hasNamespace)
  72. {
  73. source.Append("namespace ");
  74. source.Append(classNs);
  75. source.Append(" {\n\n");
  76. }
  77. if (isInnerClass)
  78. {
  79. var containingType = symbol.ContainingType;
  80. while (containingType != null)
  81. {
  82. source.Append("partial ");
  83. source.Append(containingType.GetDeclarationKeyword());
  84. source.Append(" ");
  85. source.Append(containingType.NameWithTypeParameters());
  86. source.Append("\n{\n");
  87. containingType = containingType.ContainingType;
  88. }
  89. }
  90. source.Append("partial class ");
  91. source.Append(symbol.NameWithTypeParameters());
  92. source.Append("\n{\n");
  93. var members = symbol.GetMembers();
  94. var propertySymbols = members
  95. .Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
  96. .Cast<IPropertySymbol>()
  97. .Where(s => !s.IsIndexer && s.ExplicitInterfaceImplementations.Length == 0);
  98. var fieldSymbols = members
  99. .Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
  100. .Cast<IFieldSymbol>();
  101. // TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
  102. // Ignore properties without a getter, without a setter or with an init-only setter. Godot properties must be both readable and writable.
  103. var godotClassProperties = propertySymbols.Where(property => !(property.IsReadOnly || property.IsWriteOnly || property.SetMethod!.IsInitOnly))
  104. .WhereIsGodotCompatibleType(typeCache)
  105. .ToArray();
  106. var godotClassFields = fieldSymbols.Where(property => !property.IsReadOnly)
  107. .WhereIsGodotCompatibleType(typeCache)
  108. .ToArray();
  109. var signalDelegateSymbols = members
  110. .Where(s => s.Kind == SymbolKind.NamedType)
  111. .Cast<INamedTypeSymbol>()
  112. .Where(namedTypeSymbol => namedTypeSymbol.TypeKind == TypeKind.Delegate)
  113. .Where(s => s.GetAttributes()
  114. .Any(a => a.AttributeClass?.IsGodotSignalAttribute() ?? false));
  115. List<GodotSignalDelegateData> godotSignalDelegates = new();
  116. foreach (var signalDelegateSymbol in signalDelegateSymbols)
  117. {
  118. if (!signalDelegateSymbol.Name.EndsWith(ScriptSignalsGenerator.SignalDelegateSuffix))
  119. continue;
  120. string signalName = signalDelegateSymbol.Name;
  121. signalName = signalName.Substring(0,
  122. signalName.Length - ScriptSignalsGenerator.SignalDelegateSuffix.Length);
  123. var invokeMethodData = signalDelegateSymbol
  124. .DelegateInvokeMethod?.HasGodotCompatibleSignature(typeCache);
  125. if (invokeMethodData == null)
  126. continue;
  127. godotSignalDelegates.Add(new(signalName, signalDelegateSymbol, invokeMethodData.Value));
  128. }
  129. source.Append(" /// <inheritdoc/>\n");
  130. source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
  131. source.Append(
  132. " protected override void SaveGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)\n {\n");
  133. source.Append(" base.SaveGodotObjectData(info);\n");
  134. // Save properties
  135. foreach (var property in godotClassProperties)
  136. {
  137. string propertyName = property.PropertySymbol.Name;
  138. source.Append(" info.AddProperty(PropertyName.")
  139. .Append(propertyName)
  140. .Append(", ")
  141. .AppendManagedToVariantExpr(string.Concat("this.", propertyName),
  142. property.PropertySymbol.Type, property.Type)
  143. .Append(");\n");
  144. }
  145. // Save fields
  146. foreach (var field in godotClassFields)
  147. {
  148. string fieldName = field.FieldSymbol.Name;
  149. source.Append(" info.AddProperty(PropertyName.")
  150. .Append(fieldName)
  151. .Append(", ")
  152. .AppendManagedToVariantExpr(string.Concat("this.", fieldName),
  153. field.FieldSymbol.Type, field.Type)
  154. .Append(");\n");
  155. }
  156. // Save signal events
  157. foreach (var signalDelegate in godotSignalDelegates)
  158. {
  159. string signalName = signalDelegate.Name;
  160. source.Append(" info.AddSignalEventDelegate(SignalName.")
  161. .Append(signalName)
  162. .Append(", this.backing_")
  163. .Append(signalName)
  164. .Append(");\n");
  165. }
  166. source.Append(" }\n");
  167. source.Append(" /// <inheritdoc/>\n");
  168. source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
  169. source.Append(
  170. " protected override void RestoreGodotObjectData(global::Godot.Bridge.GodotSerializationInfo info)\n {\n");
  171. source.Append(" base.RestoreGodotObjectData(info);\n");
  172. // Restore properties
  173. foreach (var property in godotClassProperties)
  174. {
  175. string propertyName = property.PropertySymbol.Name;
  176. source.Append(" if (info.TryGetProperty(PropertyName.")
  177. .Append(propertyName)
  178. .Append(", out var _value_")
  179. .Append(propertyName)
  180. .Append("))\n")
  181. .Append(" this.")
  182. .Append(propertyName)
  183. .Append(" = ")
  184. .AppendVariantToManagedExpr(string.Concat("_value_", propertyName),
  185. property.PropertySymbol.Type, property.Type)
  186. .Append(";\n");
  187. }
  188. // Restore fields
  189. foreach (var field in godotClassFields)
  190. {
  191. string fieldName = field.FieldSymbol.Name;
  192. source.Append(" if (info.TryGetProperty(PropertyName.")
  193. .Append(fieldName)
  194. .Append(", out var _value_")
  195. .Append(fieldName)
  196. .Append("))\n")
  197. .Append(" this.")
  198. .Append(fieldName)
  199. .Append(" = ")
  200. .AppendVariantToManagedExpr(string.Concat("_value_", fieldName),
  201. field.FieldSymbol.Type, field.Type)
  202. .Append(";\n");
  203. }
  204. // Restore signal events
  205. foreach (var signalDelegate in godotSignalDelegates)
  206. {
  207. string signalName = signalDelegate.Name;
  208. string signalDelegateQualifiedName = signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal();
  209. source.Append(" if (info.TryGetSignalEventDelegate<")
  210. .Append(signalDelegateQualifiedName)
  211. .Append(">(SignalName.")
  212. .Append(signalName)
  213. .Append(", out var _value_")
  214. .Append(signalName)
  215. .Append("))\n")
  216. .Append(" this.backing_")
  217. .Append(signalName)
  218. .Append(" = _value_")
  219. .Append(signalName)
  220. .Append(";\n");
  221. }
  222. source.Append(" }\n");
  223. source.Append("}\n"); // partial class
  224. if (isInnerClass)
  225. {
  226. var containingType = symbol.ContainingType;
  227. while (containingType != null)
  228. {
  229. source.Append("}\n"); // outer class
  230. containingType = containingType.ContainingType;
  231. }
  232. }
  233. if (hasNamespace)
  234. {
  235. source.Append("\n}\n");
  236. }
  237. context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
  238. }
  239. }
  240. }