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
This commit is contained in:
gewuyou 2026-04-24 10:46:17 +08:00
parent e692ed3e43
commit a0ce04b185

View File

@ -20,24 +20,47 @@ public class LocalizationMap
{
private const string DefaultFrameworkLanguage = "eng";
private const string DefaultGodotLocale = "en";
private readonly Dictionary<string, string> _frameworkLanguageMap;
private readonly Dictionary<string, string> _languageMap;
/// <summary>
/// 用户语言 -> Godot locale 映射表
/// 使用默认的 Godot locale 与框架语言码映射初始化本地化设置
/// </summary>
public Dictionary<string, string> LanguageMap { get; set; } = new(StringComparer.Ordinal)
public LocalizationMap()
: this(CreateDefaultLanguageMap(), CreateDefaultFrameworkLanguageMap())
{
{ "简体中文", "zh_CN" },
{ "English", "en" }
};
}
/// <summary>
/// 用户语言 -> GFramework 本地化语言码映射表。
/// 使用外部提供的映射初始化本地化设置。
/// 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。
/// </summary>
public Dictionary<string, string> FrameworkLanguageMap { get; set; } = new(StringComparer.Ordinal)
/// <param name="languageMap">用户语言到 Godot locale 的映射。</param>
/// <param name="frameworkLanguageMap">用户语言到 GFramework 本地化语言码的映射。</param>
/// <exception cref="ArgumentNullException">
/// 当 <paramref name="languageMap" /> 或 <paramref name="frameworkLanguageMap" /> 为 <see langword="null" /> 时抛出。
/// </exception>
public LocalizationMap(
IReadOnlyDictionary<string, string> languageMap,
IReadOnlyDictionary<string, string> frameworkLanguageMap)
{
{ "简体中文", "zhs" },
{ "English", "eng" }
};
ArgumentNullException.ThrowIfNull(languageMap);
ArgumentNullException.ThrowIfNull(frameworkLanguageMap);
// 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。
_languageMap = new Dictionary<string, string>(languageMap, StringComparer.Ordinal);
_frameworkLanguageMap = new Dictionary<string, string>(frameworkLanguageMap, StringComparer.Ordinal);
}
/// <summary>
/// 获取用户语言到 Godot locale 的只读映射表。
/// </summary>
public IReadOnlyDictionary<string, string> LanguageMap => _languageMap;
/// <summary>
/// 获取用户语言到 GFramework 本地化语言码的只读映射表。
/// </summary>
public IReadOnlyDictionary<string, string> FrameworkLanguageMap => _frameworkLanguageMap;
/// <summary>
/// 解析用户保存的语言值对应的 Godot locale。
@ -68,4 +91,22 @@ public class LocalizationMap
return FrameworkLanguageMap.GetValueOrDefault(storedLanguage, DefaultFrameworkLanguage);
}
private static Dictionary<string, string> CreateDefaultLanguageMap()
{
return new Dictionary<string, string>(StringComparer.Ordinal)
{
{ "简体中文", "zh_CN" },
{ "English", "en" }
};
}
private static Dictionary<string, string> CreateDefaultFrameworkLanguageMap()
{
return new Dictionary<string, string>(StringComparer.Ordinal)
{
{ "简体中文", "zhs" },
{ "English", "eng" }
};
}
}