Add a lint test for audio notifications.
Only traits are linted - the UI still hardcodes too many audio references for this to be worthwhile.
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57
OpenRA.Mods.Common/Lint/CheckNotifications.cs
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57
OpenRA.Mods.Common/Lint/CheckNotifications.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckNotifications : ILintRulesPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
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{
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foreach (var actorInfo in rules.Actors)
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{
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foreach (var traitInfo in actorInfo.Value.TraitInfos<ITraitInfo>())
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{
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var fields = traitInfo.GetType().GetFields();
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foreach (var field in fields.Where(x => x.HasAttribute<NotificationReferenceAttribute>()))
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{
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string type = null;
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var notificationReference = field.GetCustomAttributes<NotificationReferenceAttribute>(true).First();
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if (!string.IsNullOrEmpty(notificationReference.NotificationTypeFieldName))
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{
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var fieldInfo = fields.First(f => f.Name == notificationReference.NotificationTypeFieldName);
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type = (string)fieldInfo.GetValue(traitInfo);
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}
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else
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type = notificationReference.NotificationType;
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var notifications = LintExts.GetFieldValues(traitInfo, field, emitError);
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foreach (var notification in notifications)
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{
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if (string.IsNullOrEmpty(notification))
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continue;
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SoundInfo soundInfo;
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if (string.IsNullOrEmpty(type) || !rules.Notifications.TryGetValue(type.ToLowerInvariant(), out soundInfo) ||
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!soundInfo.Notifications.ContainsKey(notification))
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emitError("Undefined notification reference {0}.{1} detected at {2} for {3}".F(
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type ?? "(null)", notification, traitInfo.GetType().Name, actorInfo.Key));
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}
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}
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}
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}
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}
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}
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}
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