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fix(godot): 收紧本地化映射集合暴露
- 修复 LocalizationMap 对可变 Dictionary 的直接公共暴露,降低 MA0016 集合暴露风险 - 新增复制输入映射的构造函数,并保留默认映射初始化行为以维持现有消费者兼容性 - 更新 XML 注释,明确只读访问语义和内部状态隔离原因
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@ -20,24 +20,47 @@ public class LocalizationMap
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{
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private const string DefaultFrameworkLanguage = "eng";
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private const string DefaultGodotLocale = "en";
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private readonly Dictionary<string, string> _frameworkLanguageMap;
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private readonly Dictionary<string, string> _languageMap;
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/// <summary>
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/// 用户语言 -> Godot locale 映射表。
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/// 使用默认的 Godot locale 与框架语言码映射初始化本地化设置。
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/// </summary>
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public Dictionary<string, string> LanguageMap { get; set; } = new(StringComparer.Ordinal)
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public LocalizationMap()
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: this(CreateDefaultLanguageMap(), CreateDefaultFrameworkLanguageMap())
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{
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{ "简体中文", "zh_CN" },
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{ "English", "en" }
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};
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}
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/// <summary>
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/// 用户语言 -> GFramework 本地化语言码映射表。
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/// 使用外部提供的映射初始化本地化设置。
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/// 构造函数会复制输入字典,避免调用方在实例创建后继续修改内部状态。
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/// </summary>
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public Dictionary<string, string> FrameworkLanguageMap { get; set; } = new(StringComparer.Ordinal)
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/// <param name="languageMap">用户语言到 Godot locale 的映射。</param>
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/// <param name="frameworkLanguageMap">用户语言到 GFramework 本地化语言码的映射。</param>
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/// <exception cref="ArgumentNullException">
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/// 当 <paramref name="languageMap" /> 或 <paramref name="frameworkLanguageMap" /> 为 <see langword="null" /> 时抛出。
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/// </exception>
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public LocalizationMap(
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IReadOnlyDictionary<string, string> languageMap,
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IReadOnlyDictionary<string, string> frameworkLanguageMap)
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{
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{ "简体中文", "zhs" },
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{ "English", "eng" }
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};
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ArgumentNullException.ThrowIfNull(languageMap);
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ArgumentNullException.ThrowIfNull(frameworkLanguageMap);
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// 复制外部输入,避免公共属性把可变集合直接暴露给调用方。
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_languageMap = new Dictionary<string, string>(languageMap, StringComparer.Ordinal);
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_frameworkLanguageMap = new Dictionary<string, string>(frameworkLanguageMap, StringComparer.Ordinal);
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}
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/// <summary>
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/// 获取用户语言到 Godot locale 的只读映射表。
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/// </summary>
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public IReadOnlyDictionary<string, string> LanguageMap => _languageMap;
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/// <summary>
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/// 获取用户语言到 GFramework 本地化语言码的只读映射表。
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/// </summary>
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public IReadOnlyDictionary<string, string> FrameworkLanguageMap => _frameworkLanguageMap;
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/// <summary>
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/// 解析用户保存的语言值对应的 Godot locale。
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@ -68,4 +91,22 @@ public class LocalizationMap
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return FrameworkLanguageMap.GetValueOrDefault(storedLanguage, DefaultFrameworkLanguage);
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}
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private static Dictionary<string, string> CreateDefaultLanguageMap()
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{
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return new Dictionary<string, string>(StringComparer.Ordinal)
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{
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{ "简体中文", "zh_CN" },
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{ "English", "en" }
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};
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}
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private static Dictionary<string, string> CreateDefaultFrameworkLanguageMap()
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{
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return new Dictionary<string, string>(StringComparer.Ordinal)
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{
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{ "简体中文", "zhs" },
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{ "English", "eng" }
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};
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}
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}
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