beginning of RALint

This commit is contained in:
Chris Forbes
2010-07-01 13:11:32 +12:00
parent 521e6b8549
commit c310713cd5
7 changed files with 231 additions and 4 deletions

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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -83,6 +83,7 @@
<Compile Include="Orders\GenericSelectTarget.cs" />
<Compile Include="Traits\Activities\UndeployMcv.cs" />
<Compile Include="Traits\DetectCloaked.cs" />
<Compile Include="Traits\LintAttributes.cs" />
<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
<Compile Include="Traits\Player\ActorGroupProxy.cs" />
<Compile Include="Traits\Player\PlayerResources.cs" />
@@ -277,7 +278,4 @@
<Target Name="AfterBuild">
</Target>
-->
<ItemGroup>
<Folder Include="Traits\" />
</ItemGroup>
</Project>

View File

@@ -29,7 +29,9 @@ namespace OpenRA.Traits
{
public class AttackBaseInfo : ITraitInfo
{
[WeaponReference]
public readonly string PrimaryWeapon = null;
[WeaponReference]
public readonly string SecondaryWeapon = null;
public readonly int Recoil = 0;
public readonly int[] PrimaryLocalOffset = { };

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@@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRA.Traits
{
/* attributes used by RALint to understand the rules */
[AttributeUsage(AttributeTargets.Field)]
public class ActorReferenceAttribute : Attribute { }
[AttributeUsage(AttributeTargets.Field)]
public class WeaponReferenceAttribute : Attribute { }
}

View File

@@ -21,6 +21,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenRA.Editor", "OpenRA.Edi
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenRA.TilesetBuilder", "OpenRA.TilesetBuilder\OpenRA.TilesetBuilder.csproj", "{56B1073B-AE14-499A-BB98-43A8DE9A39CA}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RALint", "RALint\RALint.csproj", "{F9FA4D9F-2302-470A-8A07-6E37F488C124}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -108,6 +110,14 @@ Global
{56B1073B-AE14-499A-BB98-43A8DE9A39CA}.Release|Any CPU.Build.0 = Release|Any CPU
{56B1073B-AE14-499A-BB98-43A8DE9A39CA}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{56B1073B-AE14-499A-BB98-43A8DE9A39CA}.Release|Mixed Platforms.Build.0 = Release|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Release|Any CPU.Build.0 = Release|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
{F9FA4D9F-2302-470A-8A07-6E37F488C124}.Release|Mixed Platforms.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

95
RALint/Program.cs Normal file
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@@ -0,0 +1,95 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.FileFormats;
using OpenRA;
using OpenRA.GameRules;
using OpenRA.Traits;
using System.Reflection;
namespace RALint
{
static class Program
{
/* todo: move this into the engine? dpstool, seqed, editor, etc all need it (or something similar) */
static void InitializeEngineWithMods(string[] mods)
{
AppDomain.CurrentDomain.AssemblyResolve += FileSystem.ResolveAssembly;
var manifest = new Manifest(mods);
Game.LoadModAssemblies(manifest);
FileSystem.UnmountAll();
foreach (var folder in manifest.Folders) FileSystem.Mount(folder);
foreach (var pkg in manifest.Packages) FileSystem.Mount(pkg);
Rules.LoadRules(manifest, new Map());
}
static int errors = 0;
static void EmitError(string e)
{
Console.WriteLine(e);
++errors;
}
static int Main(string[] args)
{
InitializeEngineWithMods(args);
foreach (var actorInfo in Rules.Info)
foreach (var traitInfo in actorInfo.Value.Traits.WithInterface<ITraitInfo>())
CheckTrait(actorInfo.Value, traitInfo);
if (errors > 0)
{
Console.WriteLine("Errors: {0}", errors);
return 1;
}
return 0;
}
static void CheckTrait(ActorInfo actorInfo, ITraitInfo traitInfo)
{
var actualType = traitInfo.GetType();
foreach (var field in actualType.GetFields())
{
if (field.HasAttribute<ActorReferenceAttribute>())
CheckReference(actorInfo, traitInfo, field, Rules.Info, "actor");
if (field.HasAttribute<WeaponReferenceAttribute>())
CheckReference(actorInfo, traitInfo, field, Rules.Weapons, "weapon");
}
}
static string[] GetFieldValues(ITraitInfo traitInfo, FieldInfo fieldInfo)
{
var type = fieldInfo.FieldType;
if (type == typeof(string))
return new string[] { (string)fieldInfo.GetValue(traitInfo) };
if (type == typeof(string[]))
return (string[])fieldInfo.GetValue(traitInfo);
EmitError("Bad type for reference on {0}.{1}. Supported types: string, string[]"
.F(traitInfo.GetType().Name, fieldInfo.Name));
return new string[] { };
}
static void CheckReference<T>(ActorInfo actorInfo, ITraitInfo traitInfo, FieldInfo fieldInfo,
Dictionary<string, T> dict, string type)
{
var values = GetFieldValues(traitInfo, fieldInfo);
foreach (var v in values)
if (v != null && !dict.ContainsKey(v.ToLowerInvariant()))
EmitError("{0}.{1}.{2}: Missing {3} `{4}`."
.F(actorInfo.Name, traitInfo.GetType().Name, fieldInfo.Name, type, v));
}
static bool HasAttribute<T>(this MemberInfo mi)
{
return mi.GetCustomAttributes(typeof(T), true).Length != 0;
}
}
}

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@@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("RALint")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("RALint")]
[assembly: AssemblyCopyright("Copyright © 2010")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("722ef098-e9f3-4e3c-b374-3388dfad8979")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

71
RALint/RALint.csproj Normal file
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@@ -0,0 +1,71 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.30729</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{F9FA4D9F-2302-470A-8A07-6E37F488C124}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>RALint</RootNamespace>
<AssemblyName>RALint</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>x86</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
<Project>{BDAEAB25-991E-46A7-AF1E-4F0E03358DAA}</Project>
<Name>OpenRA.FileFormats</Name>
</ProjectReference>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
<Project>{0DFB103F-2962-400F-8C6D-E2C28CCBA633}</Project>
<Name>OpenRA.Game</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>