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Merge pull request #64956 from raulsntos/dotnet/format-ci
Add `dotnet format` to CI to check C# style
This commit is contained in:
commit
4333f785f6
4
.github/workflows/static_checks.yml
vendored
4
.github/workflows/static_checks.yml
vendored
@ -63,3 +63,7 @@ jobs:
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- name: Style checks via clang-format (clang_format.sh)
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run: |
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bash ./misc/scripts/clang_format.sh
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- name: Style checks via dotnet format (dotnet_format.sh)
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run: |
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bash ./misc/scripts/dotnet_format.sh
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28
misc/scripts/dotnet_format.sh
Executable file
28
misc/scripts/dotnet_format.sh
Executable file
@ -0,0 +1,28 @@
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#!/usr/bin/env bash
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# This script runs dotnet format on all relevant files in the repo.
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# This is the primary script responsible for fixing style violations in C# files.
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set -uo pipefail
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# Loops through all C# projects tracked by Git.
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git ls-files -- '*.csproj' \
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':!:.git/*' ':!:thirdparty/*' ':!:platform/android/java/lib/src/com/google/*' ':!:*-so_wrap.*' |
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while read -r f; do
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# Run dotnet format.
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dotnet format "$f"
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done
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diff=$(git diff --color)
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# If no diff has been generated all is OK, clean up, and exit.
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if [ -z "$diff" ] ; then
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printf "Files in this commit comply with the dotnet format style rules.\n"
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exit 0
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fi
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# A diff has been created, notify the user, clean up, and exit.
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printf "\n*** The following changes have been made to comply with the formatting rules:\n\n"
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echo "$diff"
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printf "\n*** Please fix your commit(s) with 'git commit --amend' or 'git rebase -i <hash>'\n"
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exit 1
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@ -94,16 +94,20 @@ namespace Godot.SourceGenerators.Sample
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[Export] private NodePath field_NodePath = new NodePath("foo");
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[Export] private RID field_RID;
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[Export] private Godot.Collections.Dictionary field_GodotDictionary =
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[Export]
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private Godot.Collections.Dictionary field_GodotDictionary =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export] private Godot.Collections.Array field_GodotArray =
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[Export]
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private Godot.Collections.Array field_GodotArray =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export] private Godot.Collections.Dictionary<string, bool> field_GodotGenericDictionary =
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[Export]
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private Godot.Collections.Dictionary<string, bool> field_GodotGenericDictionary =
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new() { { "foo", true }, { "bar", false } };
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[Export] private Godot.Collections.Array<int> field_GodotGenericArray =
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[Export]
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private Godot.Collections.Array<int> field_GodotGenericArray =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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@ -94,16 +94,20 @@ namespace Godot.SourceGenerators.Sample
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[Export] private NodePath property_NodePath { get; set; } = new NodePath("foo");
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[Export] private RID property_RID { get; set; }
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[Export] private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
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[Export]
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private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export] private Godot.Collections.Array property_GodotArray { get; set; } =
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[Export]
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private Godot.Collections.Array property_GodotArray { get; set; } =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export] private Godot.Collections.Dictionary<string, bool> property_GodotGenericDictionary { get; set; } =
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[Export]
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private Godot.Collections.Dictionary<string, bool> property_GodotGenericDictionary { get; set; } =
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new() { { "foo", true }, { "bar", false } };
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[Export] private Godot.Collections.Array<int> property_GodotGenericArray { get; set; } =
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[Export]
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private Godot.Collections.Array<int> property_GodotGenericArray { get; set; } =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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@ -123,12 +123,16 @@ namespace GodotTools.IdeMessaging
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string projectMetadataDir = Path.Combine(godotProjectDir, ".godot", "mono", "metadata");
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// FileSystemWatcher requires an existing directory
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if (!Directory.Exists(projectMetadataDir)) {
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if (!Directory.Exists(projectMetadataDir))
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{
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// Check if the non hidden version exists
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string nonHiddenProjectMetadataDir = Path.Combine(godotProjectDir, "godot", "mono", "metadata");
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if (Directory.Exists(nonHiddenProjectMetadataDir)) {
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if (Directory.Exists(nonHiddenProjectMetadataDir))
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{
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projectMetadataDir = nonHiddenProjectMetadataDir;
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} else {
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}
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else
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{
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Directory.CreateDirectory(projectMetadataDir);
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}
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}
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@ -249,8 +249,8 @@ namespace GodotTools.OpenVisualStudio
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// Thread call was rejected, so try again.
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int IOleMessageFilter.RetryRejectedCall(IntPtr hTaskCallee, int dwTickCount, int dwRejectType)
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{
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if (dwRejectType == 2)
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// flag = SERVERCALL_RETRYLATER
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if (dwRejectType == 2)
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{
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// Retry the thread call immediately if return >= 0 & < 100
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return 99;
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@ -76,13 +76,20 @@ namespace GodotTools.Export
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else
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{
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string arch = "";
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if (features.Contains("x86_64")) {
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if (features.Contains("x86_64"))
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{
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arch = "x86_64";
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} else if (features.Contains("x86_32")) {
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}
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else if (features.Contains("x86_32"))
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{
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arch = "x86_32";
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} else if (features.Contains("arm64")) {
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}
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else if (features.Contains("arm64"))
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{
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arch = "arm64";
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} else if (features.Contains("arm32")) {
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}
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else if (features.Contains("arm32"))
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{
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arch = "arm32";
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}
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CompileAssembliesForDesktop(exporter, platform, isDebug, arch, aotOpts, aotTempDir, outputDataDir, assembliesPrepared, bclDir);
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