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Author SHA1 Message Date
gewuyou
059d5a8f41
Merge pull request #153 from GeWuYou/docs/source-generators-complete-documentation
docs(source-generators): 添加源代码生成器完整文档
2026-03-31 17:26:20 +08:00
GeWuYou
38020c32a2 docs(source-generators): 添加源代码生成器完整文档
- 新增 GFramework.SourceGenerators 主文档,介绍编译时代码生成工具
- 详细说明 Log 属性生成器的使用方法和配置选项
- 完整描述 ContextAware 属性生成器的功能和测试场景配置
- 添加 GenerateEnumExtensions 属性生成器文档和使用示例
- 介绍 GetNode 生成器(Godot 专用)的节点获取功能
- 新增 BindNodeSignal 生成器文档,说明信号绑定与解绑机制
- 提供 Context Get 注入生成器的完整使用指南
- 添加诊断信息章节,涵盖所有生成器的错误提示和解决方案
- 包含性能优势对比和基准测试结果
- 提供多个完整使用示例,展示实际应用场景
- 整理最佳实践和常见问题解答
- 添加 BindNodeSignal 生成器专用文档,详细介绍其高级用法
2026-03-31 15:10:06 +08:00
gewuyou
ba45171924
Merge pull request #152 from GeWuYou/feat/bindnodesignal-generator
Feat/bindnodesignal generator
2026-03-31 12:15:54 +08:00
GeWuYou
693cad2adf refactor(generators): 统一添加必要的命名空间引用
- 在 BindNodeSignalDiagnostics.cs 中添加 Microsoft.CodeAnalysis 引用
- 在 BindNodeSignalGenerator.cs 中添加 Roslyn 相关命名空间引用
- 在 GetNodeGenerator.cs 中添加 Roslyn 相关命名空间引用
- 在 GlobalUsings.cs 中集中管理全局命名空间引用
- 在 ContextGetGenerator.cs 中添加字符串和扩展方法引用
- 在 CommonDiagnostics.cs 中添加诊断相关命名空间引用
- 在 Common 全局引用文件中统一管理 Microsoft.CodeAnalysis 引用
2026-03-31 12:09:47 +08:00
GeWuYou
6fa4580893 feat(generator): 添加 BindNodeSignal 和 GetNode 源代码生成器
- 实现 BindNodeSignalGenerator 用于生成节点信号绑定与解绑逻辑
- 实现 GetNodeGenerator 用于生成 Godot 节点获取注入逻辑
- 添加 BindNodeSignalDiagnostics 提供详细的诊断错误信息
- 集成到 AnalyzerReleases.Unshipped.md 追踪新的分析规则
- 支持 [BindNodeSignal] 属性的方法自动生成事件绑定代码
- 支持 [GetNode] 属性的字段自动生成节点获取代码
- 提供生命周期方法集成的智能提示和验证功能
2026-03-31 11:11:23 +08:00
GeWuYou
2dfd6e044f feat(Godot.SourceGenerators): 添加 BindNodeSignal 源代码生成器
- 实现 BindNodeSignalGenerator 源代码生成器,用于自动化节点信号绑定
- 添加完整的诊断系统,包含 11 种不同的错误和警告场景检测
- 生成对称的绑定和解绑方法,确保资源正确释放
- 支持一个处理方法通过多个特性绑定到多个节点事件
- 实现生命周期钩子调用检查,确保在 _Ready 和 _ExitTree 中正确调用生成的方法
- 提供详细的单元测试覆盖各种使用场景和边界条件
- 生成器与现有的 GetNode 声明完全兼容并可共存
- 包含命名冲突检测和构造参数验证等安全检查机制
2026-03-31 10:26:44 +08:00
GeWuYou
9cca190aff docs(generator): 添加源码生成器文档和分析器规则清单
- 新增 AnalyzerReleases.Unshipped.md 文件记录代码分析规则
- 添加 GF_Godot_GetNode 系列规则定义(001-006)
- 添加 GF_Godot_BindNodeSignal 系列规则定义(001-009)
- 创建 README.md 文件详述源码生成器使用方法
- 文档化 GetNode 和 BindNodeSignal 特性用法示例
- 说明 Godot 场景相关的编译期生成能力
2026-03-31 10:03:31 +08:00
GeWuYou
5b996d8618 feat(generator): 添加 BindNodeSignal 源生成器实现
- 实现 BindNodeSignalGenerator 源生成器,用于自动生成 Godot 节点事件绑定与解绑逻辑
- 添加 BindNodeSignalAttribute 特性,标记需要生成绑定逻辑的事件处理方法
- 实现完整的诊断系统,包括嵌套类型、静态方法、字段类型等错误检查
- 添加生命周期方法调用检查,在 _Ready 和 _ExitTree 中验证生成方法的调用
- 支持方法签名与事件委托的兼容性验证
- 实现单元测试覆盖各种使用场景和错误情况
2026-03-31 09:39:06 +08:00
18 changed files with 2964 additions and 22 deletions

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@ -0,0 +1,40 @@
#nullable enable
namespace GFramework.Godot.SourceGenerators.Abstractions;
/// <summary>
/// 标记 Godot 节点事件处理方法Source Generator 会为其生成事件绑定与解绑逻辑。
/// </summary>
/// <remarks>
/// 该特性通过节点字段名与事件名建立声明式订阅关系,适用于将
/// <c>_Ready()</c> / <c>_ExitTree()</c> 中重复的 <c>+=</c> 与 <c>-=</c> 样板代码
/// 收敛到生成器中统一维护。
/// </remarks>
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
/// <summary>
/// 初始化 <see cref="BindNodeSignalAttribute" /> 的新实例。
/// </summary>
/// <param name="nodeFieldName">目标节点字段名。</param>
/// <param name="signalName">目标节点上的 CLR 事件名。</param>
/// <exception cref="ArgumentNullException">
/// <paramref name="nodeFieldName" /> 或 <paramref name="signalName" /> 为 <see langword="null" />。
/// </exception>
public BindNodeSignalAttribute(
string nodeFieldName,
string signalName)
{
NodeFieldName = nodeFieldName ?? throw new ArgumentNullException(nameof(nodeFieldName));
SignalName = signalName ?? throw new ArgumentNullException(nameof(signalName));
}
/// <summary>
/// 获取目标节点字段名。
/// </summary>
public string NodeFieldName { get; }
/// <summary>
/// 获取目标节点上的 CLR 事件名。
/// </summary>
public string SignalName { get; }
}

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@ -0,0 +1,629 @@
using GFramework.Godot.SourceGenerators.Tests.Core;
namespace GFramework.Godot.SourceGenerators.Tests.BindNodeSignal;
/// <summary>
/// 验证 <see cref="BindNodeSignalGenerator" /> 的生成与诊断行为。
/// </summary>
[TestFixture]
public class BindNodeSignalGeneratorTests
{
/// <summary>
/// 验证生成器会为已有生命周期调用生成成对的绑定与解绑方法。
/// </summary>
[Test]
public async Task Generates_Bind_And_Unbind_Methods_For_Existing_Lifecycle_Hooks()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public virtual void _ExitTree() {}
}
public class Button : Node
{
public event Action? Pressed
{
add {}
remove {}
}
}
public class SpinBox : Node
{
public delegate void ValueChangedEventHandler(double value);
public event ValueChangedEventHandler? ValueChanged
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
private Button _startButton = null!;
private SpinBox _startOreSpinBox = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed()
{
}
[BindNodeSignal(nameof(_startOreSpinBox), nameof(SpinBox.ValueChanged))]
private void OnStartOreValueChanged(double value)
{
}
public override void _Ready()
{
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
}
""";
const string expected = """
// <auto-generated />
#nullable enable
namespace TestApp;
partial class Hud
{
private void __BindNodeSignals_Generated()
{
_startButton.Pressed += OnStartButtonPressed;
_startOreSpinBox.ValueChanged += OnStartOreValueChanged;
}
private void __UnbindNodeSignals_Generated()
{
_startButton.Pressed -= OnStartButtonPressed;
_startOreSpinBox.ValueChanged -= OnStartOreValueChanged;
}
}
""";
await GeneratorTest<BindNodeSignalGenerator>.RunAsync(
source,
("TestApp_Hud.BindNodeSignal.g.cs", expected));
}
/// <summary>
/// 验证一个处理方法可以通过多个特性绑定到多个节点事件,且能与 GetNode 声明共存。
/// </summary>
[Test]
public async Task Generates_Multiple_Subscriptions_For_The_Same_Handler_And_Coexists_With_GetNode()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]
public sealed class GetNodeAttribute : Attribute
{
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public virtual void _ExitTree() {}
}
public class Button : Node
{
public event Action? Pressed
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
[GetNode]
private Button _startButton = null!;
[GetNode]
private Button _cancelButton = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
[BindNodeSignal(nameof(_cancelButton), nameof(Button.Pressed))]
private void OnAnyButtonPressed()
{
}
}
}
""";
const string expected = """
// <auto-generated />
#nullable enable
namespace TestApp;
partial class Hud
{
private void __BindNodeSignals_Generated()
{
_startButton.Pressed += OnAnyButtonPressed;
_cancelButton.Pressed += OnAnyButtonPressed;
}
private void __UnbindNodeSignals_Generated()
{
_startButton.Pressed -= OnAnyButtonPressed;
_cancelButton.Pressed -= OnAnyButtonPressed;
}
}
""";
await GeneratorTest<BindNodeSignalGenerator>.RunAsync(
source,
("TestApp_Hud.BindNodeSignal.g.cs", expected));
}
/// <summary>
/// 验证引用不存在的事件时会报告错误。
/// </summary>
[Test]
public async Task Reports_Diagnostic_When_Signal_Does_Not_Exist()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
}
namespace Godot
{
public class Node
{
}
public class Button : Node
{
public event Action? Pressed
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
private Button _startButton = null!;
[{|#0:BindNodeSignal(nameof(_startButton), "Released")|}]
private void OnStartButtonPressed()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<BindNodeSignalGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Godot_BindNodeSignal_006", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("_startButton", "Released"));
await test.RunAsync();
}
/// <summary>
/// 验证方法签名与事件委托不匹配时会报告错误。
/// </summary>
[Test]
public async Task Reports_Diagnostic_When_Method_Signature_Does_Not_Match_Event()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
}
namespace Godot
{
public class Node
{
}
public class SpinBox : Node
{
public delegate void ValueChangedEventHandler(double value);
public event ValueChangedEventHandler? ValueChanged
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
private SpinBox _startOreSpinBox = null!;
[{|#0:BindNodeSignal(nameof(_startOreSpinBox), nameof(SpinBox.ValueChanged))|}]
private void OnStartOreValueChanged()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<BindNodeSignalGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Godot_BindNodeSignal_007", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("OnStartOreValueChanged", "ValueChanged", "_startOreSpinBox"));
await test.RunAsync();
}
/// <summary>
/// 验证特性构造参数为空时会报告明确的参数无效诊断。
/// </summary>
[Test]
public async Task Reports_Diagnostic_When_Constructor_Argument_Is_Empty()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
}
namespace Godot
{
public class Node
{
}
public class Button : Node
{
public event Action? Pressed
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
private Button _startButton = null!;
[{|#0:BindNodeSignal(nameof(_startButton), "")|}]
private void OnStartButtonPressed()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<BindNodeSignalGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Godot_BindNodeSignal_010", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("OnStartButtonPressed", "signalName"));
await test.RunAsync();
}
/// <summary>
/// 验证当用户自定义了与生成方法同名的成员时,会报告冲突而不是生成重复成员。
/// </summary>
[Test]
public async Task Reports_Diagnostic_When_Generated_Method_Names_Already_Exist()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
}
namespace Godot
{
public class Node
{
}
public class Button : Node
{
public event Action? Pressed
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
private Button _startButton = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed()
{
}
private void {|#0:__BindNodeSignals_Generated|}()
{
}
private void {|#1:__UnbindNodeSignals_Generated|}()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<BindNodeSignalGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Common_Class_002", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("Hud", "__BindNodeSignals_Generated"));
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Common_Class_002", DiagnosticSeverity.Error)
.WithLocation(1)
.WithArguments("Hud", "__UnbindNodeSignals_Generated"));
await test.RunAsync();
}
/// <summary>
/// 验证已有生命周期方法但未调用生成方法时会报告对称的警告。
/// </summary>
[Test]
public async Task Reports_Warnings_When_Lifecycle_Methods_Do_Not_Call_Generated_Methods()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public sealed class BindNodeSignalAttribute : Attribute
{
public BindNodeSignalAttribute(string nodeFieldName, string signalName)
{
NodeFieldName = nodeFieldName;
SignalName = signalName;
}
public string NodeFieldName { get; }
public string SignalName { get; }
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public virtual void _ExitTree() {}
}
public class Button : Node
{
public event Action? Pressed
{
add {}
remove {}
}
}
}
namespace TestApp
{
public partial class Hud : Node
{
private Button _startButton = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed()
{
}
public override void {|#0:_Ready|}()
{
}
public override void {|#1:_ExitTree|}()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<BindNodeSignalGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Godot_BindNodeSignal_008", DiagnosticSeverity.Warning)
.WithLocation(0)
.WithArguments("Hud"));
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Godot_BindNodeSignal_009", DiagnosticSeverity.Warning)
.WithLocation(1)
.WithArguments("Hud"));
await test.RunAsync();
}
}

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@ -1,8 +1,4 @@
using GFramework.Godot.SourceGenerators.Tests.Core;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Testing;
using Microsoft.CodeAnalysis.Testing;
using NUnit.Framework;
namespace GFramework.Godot.SourceGenerators.Tests.GetNode;
@ -240,4 +236,71 @@ public class GetNodeGeneratorTests
await test.RunAsync();
}
[Test]
public async Task Reports_Diagnostic_When_Generated_Injection_Method_Name_Already_Exists()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]
public sealed class GetNodeAttribute : Attribute
{
public GetNodeAttribute() {}
}
public enum NodeLookupMode
{
Auto = 0
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public T GetNode<T>(string path) where T : Node => throw new InvalidOperationException(path);
public T? GetNodeOrNull<T>(string path) where T : Node => default;
}
public class HBoxContainer : Node
{
}
}
namespace TestApp
{
public partial class TopBar : HBoxContainer
{
[GetNode]
private HBoxContainer _leftContainer = null!;
private void {|#0:__InjectGetNodes_Generated|}()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<GetNodeGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Common_Class_002", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("TopBar", "__InjectGetNodes_Generated"));
await test.RunAsync();
}
}

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@ -3,11 +3,21 @@
### New Rules
Rule ID | Category | Severity | Notes
----------------------|------------------|----------|--------------------
GF_Godot_GetNode_001 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_002 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_003 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_004 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_005 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_006 | GFramework.Godot | Warning | GetNodeDiagnostics
Rule ID | Category | Severity | Notes
-----------------------------|------------------|----------|---------------------------
GF_Godot_GetNode_001 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_002 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_003 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_004 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_005 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_006 | GFramework.Godot | Warning | GetNodeDiagnostics
GF_Godot_BindNodeSignal_001 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_002 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_003 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_004 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_005 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_006 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_007 | GFramework.Godot | Error | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_008 | GFramework.Godot | Warning | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_009 | GFramework.Godot | Warning | BindNodeSignalDiagnostics
GF_Godot_BindNodeSignal_010 | GFramework.Godot | Error | BindNodeSignalDiagnostics

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@ -0,0 +1,611 @@
using System.Collections.Immutable;
using System.Runtime.CompilerServices;
using System.Text;
using GFramework.Godot.SourceGenerators.Diagnostics;
using GFramework.SourceGenerators.Common.Constants;
using GFramework.SourceGenerators.Common.Diagnostics;
using GFramework.SourceGenerators.Common.Extensions;
namespace GFramework.Godot.SourceGenerators;
/// <summary>
/// 为带有 <c>[BindNodeSignal]</c> 的方法生成 Godot 节点事件绑定与解绑逻辑。
/// </summary>
[Generator]
public sealed class BindNodeSignalGenerator : IIncrementalGenerator
{
private const string BindNodeSignalAttributeMetadataName =
$"{PathContests.GodotSourceGeneratorsAbstractionsPath}.BindNodeSignalAttribute";
private const string BindMethodName = "__BindNodeSignals_Generated";
private const string UnbindMethodName = "__UnbindNodeSignals_Generated";
/// <summary>
/// 初始化增量生成器。
/// </summary>
/// <param name="context">生成器初始化上下文。</param>
public void Initialize(IncrementalGeneratorInitializationContext context)
{
var candidates = context.SyntaxProvider.CreateSyntaxProvider(
static (node, _) => IsCandidate(node),
static (ctx, _) => Transform(ctx))
.Where(static candidate => candidate is not null);
var compilationAndCandidates = context.CompilationProvider.Combine(candidates.Collect());
context.RegisterSourceOutput(compilationAndCandidates,
static (spc, pair) => Execute(spc, pair.Left, pair.Right));
}
private static bool IsCandidate(SyntaxNode node)
{
if (node is not MethodDeclarationSyntax methodDeclaration)
return false;
return methodDeclaration.AttributeLists
.SelectMany(static list => list.Attributes)
.Any(static attribute => IsBindNodeSignalAttributeName(attribute.Name));
}
private static MethodCandidate? Transform(GeneratorSyntaxContext context)
{
if (context.Node is not MethodDeclarationSyntax methodDeclaration)
return null;
if (context.SemanticModel.GetDeclaredSymbol(methodDeclaration) is not IMethodSymbol methodSymbol)
return null;
return new MethodCandidate(methodDeclaration, methodSymbol);
}
private static void Execute(
SourceProductionContext context,
Compilation compilation,
ImmutableArray<MethodCandidate?> candidates)
{
if (candidates.IsDefaultOrEmpty)
return;
var bindNodeSignalAttribute = compilation.GetTypeByMetadataName(BindNodeSignalAttributeMetadataName);
var godotNodeSymbol = compilation.GetTypeByMetadataName("Godot.Node");
if (bindNodeSignalAttribute is null || godotNodeSymbol is null)
return;
// 缓存每个方法上已解析的特性,避免在筛选和生成阶段重复做语义查询。
var methodAttributes = candidates
.Where(static candidate => candidate is not null)
.Select(static candidate => candidate!)
.ToDictionary(
static candidate => candidate,
candidate => ResolveAttributes(candidate.MethodSymbol, bindNodeSignalAttribute),
ReferenceEqualityComparer.Instance);
var methodCandidates = methodAttributes
.Where(static pair => pair.Value.Count > 0)
.Select(static pair => pair.Key)
.ToList();
foreach (var group in GroupByContainingType(methodCandidates))
{
var typeSymbol = group.TypeSymbol;
if (!CanGenerateForType(context, group, typeSymbol))
continue;
if (typeSymbol.ReportGeneratedMethodConflicts(
context,
group.Methods[0].Method.Identifier.GetLocation(),
BindMethodName,
UnbindMethodName))
continue;
var bindings = new List<SignalBindingInfo>();
foreach (var candidate in group.Methods)
{
foreach (var attribute in methodAttributes[candidate])
{
if (!TryCreateBinding(context, candidate, attribute, godotNodeSymbol, out var binding))
continue;
bindings.Add(binding);
}
}
if (bindings.Count == 0)
continue;
ReportMissingLifecycleHookCall(
context,
group,
typeSymbol,
"_Ready",
BindMethodName,
BindNodeSignalDiagnostics.ManualReadyHookRequired);
ReportMissingLifecycleHookCall(
context,
group,
typeSymbol,
"_ExitTree",
UnbindMethodName,
BindNodeSignalDiagnostics.ManualExitTreeHookRequired);
context.AddSource(GetHintName(typeSymbol), GenerateSource(typeSymbol, bindings));
}
}
private static bool CanGenerateForType(
SourceProductionContext context,
TypeGroup group,
INamedTypeSymbol typeSymbol)
{
if (typeSymbol.ContainingType is not null)
{
context.ReportDiagnostic(Diagnostic.Create(
BindNodeSignalDiagnostics.NestedClassNotSupported,
group.Methods[0].Method.Identifier.GetLocation(),
typeSymbol.Name));
return false;
}
if (typeSymbol.AreAllDeclarationsPartial())
return true;
context.ReportDiagnostic(Diagnostic.Create(
CommonDiagnostics.ClassMustBePartial,
group.Methods[0].Method.Identifier.GetLocation(),
typeSymbol.Name));
return false;
}
private static bool TryCreateBinding(
SourceProductionContext context,
MethodCandidate candidate,
AttributeData attribute,
INamedTypeSymbol godotNodeSymbol,
out SignalBindingInfo binding)
{
binding = default!;
if (candidate.MethodSymbol.IsStatic)
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.StaticMethodNotSupported,
candidate,
attribute,
candidate.MethodSymbol.Name);
return false;
}
if (!TryResolveCtorString(attribute, 0, out var nodeFieldName))
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.InvalidConstructorArgument,
candidate,
attribute,
candidate.MethodSymbol.Name,
"nodeFieldName");
return false;
}
if (!TryResolveCtorString(attribute, 1, out var signalName))
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.InvalidConstructorArgument,
candidate,
attribute,
candidate.MethodSymbol.Name,
"signalName");
return false;
}
var fieldSymbol = FindField(candidate.MethodSymbol.ContainingType, nodeFieldName);
if (fieldSymbol is null)
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.NodeFieldNotFound,
candidate,
attribute,
candidate.MethodSymbol.Name,
nodeFieldName,
candidate.MethodSymbol.ContainingType.Name);
return false;
}
if (fieldSymbol.IsStatic)
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.NodeFieldMustBeInstanceField,
candidate,
attribute,
candidate.MethodSymbol.Name,
fieldSymbol.Name);
return false;
}
if (!fieldSymbol.Type.IsAssignableTo(godotNodeSymbol))
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.FieldTypeMustDeriveFromNode,
candidate,
attribute,
fieldSymbol.Name);
return false;
}
var eventSymbol = FindEvent(fieldSymbol.Type, signalName);
if (eventSymbol is null)
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.SignalNotFound,
candidate,
attribute,
fieldSymbol.Name,
signalName);
return false;
}
if (!IsMethodCompatibleWithEvent(candidate.MethodSymbol, eventSymbol))
{
ReportMethodDiagnostic(
context,
BindNodeSignalDiagnostics.MethodSignatureNotCompatible,
candidate,
attribute,
candidate.MethodSymbol.Name,
eventSymbol.Name,
fieldSymbol.Name);
return false;
}
binding = new SignalBindingInfo(fieldSymbol, eventSymbol, candidate.MethodSymbol);
return true;
}
private static void ReportMethodDiagnostic(
SourceProductionContext context,
DiagnosticDescriptor descriptor,
MethodCandidate candidate,
AttributeData attribute,
params object[] messageArgs)
{
var location = attribute.ApplicationSyntaxReference?.GetSyntax().GetLocation() ??
candidate.Method.Identifier.GetLocation();
context.ReportDiagnostic(Diagnostic.Create(descriptor, location, messageArgs));
}
private static bool TryResolveCtorString(
AttributeData attribute,
int index,
out string value)
{
value = string.Empty;
if (attribute.ConstructorArguments.Length <= index)
return false;
var ctorArgument = attribute.ConstructorArguments[index];
if (ctorArgument.Kind != TypedConstantKind.Primitive || ctorArgument.Value is not string ctorString)
return false;
if (string.IsNullOrWhiteSpace(ctorString))
return false;
value = ctorString;
return true;
}
private static IReadOnlyList<AttributeData> ResolveAttributes(
IMethodSymbol methodSymbol,
INamedTypeSymbol bindNodeSignalAttribute)
{
return methodSymbol.GetAttributes()
.Where(attribute =>
SymbolEqualityComparer.Default.Equals(attribute.AttributeClass, bindNodeSignalAttribute))
.ToList();
}
private static IFieldSymbol? FindField(
INamedTypeSymbol typeSymbol,
string nodeFieldName)
{
return typeSymbol.GetMembers()
.OfType<IFieldSymbol>()
.FirstOrDefault(field => string.Equals(field.Name, nodeFieldName, StringComparison.Ordinal));
}
private static IEventSymbol? FindEvent(
ITypeSymbol typeSymbol,
string signalName)
{
for (var current = typeSymbol as INamedTypeSymbol; current is not null; current = current.BaseType)
{
var eventSymbol = current.GetMembers()
.OfType<IEventSymbol>()
.FirstOrDefault(evt => string.Equals(evt.Name, signalName, StringComparison.Ordinal));
if (eventSymbol is not null)
return eventSymbol;
}
return null;
}
private static bool IsMethodCompatibleWithEvent(
IMethodSymbol methodSymbol,
IEventSymbol eventSymbol)
{
if (!methodSymbol.ReturnsVoid)
return false;
if (methodSymbol.TypeParameters.Length > 0)
return false;
if (eventSymbol.Type is not INamedTypeSymbol delegateType)
return false;
var invokeMethod = delegateType.DelegateInvokeMethod;
if (invokeMethod is null || !invokeMethod.ReturnsVoid)
return false;
if (methodSymbol.Parameters.Length != invokeMethod.Parameters.Length)
return false;
// 这里采用“精确签名匹配”而不是宽松推断,确保生成代码的订阅行为可预测且诊断明确。
for (var index = 0; index < methodSymbol.Parameters.Length; index++)
{
var methodParameter = methodSymbol.Parameters[index];
var delegateParameter = invokeMethod.Parameters[index];
if (methodParameter.RefKind != delegateParameter.RefKind)
return false;
var methodParameterType = methodParameter.Type.WithNullableAnnotation(NullableAnnotation.None);
var delegateParameterType = delegateParameter.Type.WithNullableAnnotation(NullableAnnotation.None);
if (!SymbolEqualityComparer.Default.Equals(methodParameterType, delegateParameterType))
return false;
}
return true;
}
private static void ReportMissingLifecycleHookCall(
SourceProductionContext context,
TypeGroup group,
INamedTypeSymbol typeSymbol,
string lifecycleMethodName,
string generatedMethodName,
DiagnosticDescriptor descriptor)
{
var lifecycleMethod = FindLifecycleMethod(typeSymbol, lifecycleMethodName);
if (lifecycleMethod is null || CallsGeneratedMethod(lifecycleMethod, generatedMethodName))
return;
context.ReportDiagnostic(Diagnostic.Create(
descriptor,
lifecycleMethod.Locations.FirstOrDefault() ?? group.Methods[0].Method.Identifier.GetLocation(),
typeSymbol.Name));
}
private static IMethodSymbol? FindLifecycleMethod(
INamedTypeSymbol typeSymbol,
string methodName)
{
return typeSymbol.GetMembers()
.OfType<IMethodSymbol>()
.FirstOrDefault(method =>
method.Name == methodName &&
!method.IsStatic &&
method.Parameters.Length == 0 &&
method.MethodKind == MethodKind.Ordinary);
}
private static bool CallsGeneratedMethod(
IMethodSymbol methodSymbol,
string generatedMethodName)
{
foreach (var syntaxReference in methodSymbol.DeclaringSyntaxReferences)
{
if (syntaxReference.GetSyntax() is not MethodDeclarationSyntax methodSyntax)
continue;
if (methodSyntax.DescendantNodes()
.OfType<InvocationExpressionSyntax>()
.Any(invocation => IsGeneratedMethodInvocation(invocation, generatedMethodName)))
return true;
}
return false;
}
private static bool IsGeneratedMethodInvocation(
InvocationExpressionSyntax invocation,
string generatedMethodName)
{
return invocation.Expression switch
{
IdentifierNameSyntax identifierName => string.Equals(
identifierName.Identifier.ValueText,
generatedMethodName,
StringComparison.Ordinal),
MemberAccessExpressionSyntax memberAccess => string.Equals(
memberAccess.Name.Identifier.ValueText,
generatedMethodName,
StringComparison.Ordinal),
_ => false
};
}
private static bool IsBindNodeSignalAttributeName(NameSyntax attributeName)
{
var simpleName = GetAttributeSimpleName(attributeName);
return simpleName is "BindNodeSignal" or "BindNodeSignalAttribute";
}
private static string? GetAttributeSimpleName(NameSyntax attributeName)
{
return attributeName switch
{
IdentifierNameSyntax identifierName => identifierName.Identifier.ValueText,
QualifiedNameSyntax qualifiedName => GetAttributeSimpleName(qualifiedName.Right),
AliasQualifiedNameSyntax aliasQualifiedName => aliasQualifiedName.Name.Identifier.ValueText,
_ => null
};
}
private static string GenerateSource(
INamedTypeSymbol typeSymbol,
IReadOnlyList<SignalBindingInfo> bindings)
{
var namespaceName = typeSymbol.GetNamespace();
var generics = typeSymbol.ResolveGenerics();
var sb = new StringBuilder()
.AppendLine("// <auto-generated />")
.AppendLine("#nullable enable");
if (namespaceName is not null)
{
sb.AppendLine()
.AppendLine($"namespace {namespaceName};");
}
sb.AppendLine()
.AppendLine($"partial class {typeSymbol.Name}{generics.Parameters}");
foreach (var constraint in generics.Constraints)
sb.AppendLine($" {constraint}");
sb.AppendLine("{")
.AppendLine($" private void {BindMethodName}()")
.AppendLine(" {");
foreach (var binding in bindings)
sb.AppendLine(
$" {binding.FieldSymbol.Name}.{binding.EventSymbol.Name} += {binding.MethodSymbol.Name};");
sb.AppendLine(" }")
.AppendLine()
.AppendLine($" private void {UnbindMethodName}()")
.AppendLine(" {");
foreach (var binding in bindings)
sb.AppendLine(
$" {binding.FieldSymbol.Name}.{binding.EventSymbol.Name} -= {binding.MethodSymbol.Name};");
sb.AppendLine(" }")
.AppendLine("}");
return sb.ToString();
}
private static string GetHintName(INamedTypeSymbol typeSymbol)
{
return typeSymbol.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat)
.Replace("global::", string.Empty)
.Replace("<", "_")
.Replace(">", "_")
.Replace(",", "_")
.Replace(" ", string.Empty)
.Replace(".", "_") + ".BindNodeSignal.g.cs";
}
private static IReadOnlyList<TypeGroup> GroupByContainingType(IEnumerable<MethodCandidate> candidates)
{
var groupMap = new Dictionary<INamedTypeSymbol, TypeGroup>(SymbolEqualityComparer.Default);
var orderedGroups = new List<TypeGroup>();
foreach (var candidate in candidates)
{
var typeSymbol = candidate.MethodSymbol.ContainingType;
if (!groupMap.TryGetValue(typeSymbol, out var group))
{
group = new TypeGroup(typeSymbol);
groupMap.Add(typeSymbol, group);
orderedGroups.Add(group);
}
group.Methods.Add(candidate);
}
return orderedGroups;
}
private sealed class MethodCandidate
{
public MethodCandidate(
MethodDeclarationSyntax method,
IMethodSymbol methodSymbol)
{
Method = method;
MethodSymbol = methodSymbol;
}
public MethodDeclarationSyntax Method { get; }
public IMethodSymbol MethodSymbol { get; }
}
private sealed class SignalBindingInfo
{
public SignalBindingInfo(
IFieldSymbol fieldSymbol,
IEventSymbol eventSymbol,
IMethodSymbol methodSymbol)
{
FieldSymbol = fieldSymbol;
EventSymbol = eventSymbol;
MethodSymbol = methodSymbol;
}
public IFieldSymbol FieldSymbol { get; }
public IEventSymbol EventSymbol { get; }
public IMethodSymbol MethodSymbol { get; }
}
private sealed class TypeGroup
{
public TypeGroup(INamedTypeSymbol typeSymbol)
{
TypeSymbol = typeSymbol;
Methods = new List<MethodCandidate>();
}
public INamedTypeSymbol TypeSymbol { get; }
public List<MethodCandidate> Methods { get; }
}
/// <summary>
/// 使用引用相等比较 MethodCandidate确保缓存字典复用同一语法候选对象。
/// </summary>
private sealed class ReferenceEqualityComparer : IEqualityComparer<MethodCandidate>
{
public static ReferenceEqualityComparer Instance { get; } = new();
public bool Equals(
MethodCandidate? x,
MethodCandidate? y)
{
return ReferenceEquals(x, y);
}
public int GetHashCode(MethodCandidate obj)
{
return RuntimeHelpers.GetHashCode(obj);
}
}
}

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@ -0,0 +1,129 @@
using GFramework.SourceGenerators.Common.Constants;
namespace GFramework.Godot.SourceGenerators.Diagnostics;
/// <summary>
/// BindNodeSignal 生成器相关诊断。
/// </summary>
public static class BindNodeSignalDiagnostics
{
/// <summary>
/// 嵌套类型不受支持。
/// </summary>
public static readonly DiagnosticDescriptor NestedClassNotSupported =
new(
"GF_Godot_BindNodeSignal_001",
"Nested classes are not supported",
"Class '{0}' cannot use [BindNodeSignal] inside a nested type",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// static 方法不受支持。
/// </summary>
public static readonly DiagnosticDescriptor StaticMethodNotSupported =
new(
"GF_Godot_BindNodeSignal_002",
"Static methods are not supported",
"Method '{0}' cannot be static when using [BindNodeSignal]",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 节点字段不存在。
/// </summary>
public static readonly DiagnosticDescriptor NodeFieldNotFound =
new(
"GF_Godot_BindNodeSignal_003",
"Referenced node field was not found",
"Method '{0}' references node field '{1}', but no matching field exists on class '{2}'",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 节点字段必须是实例字段。
/// </summary>
public static readonly DiagnosticDescriptor NodeFieldMustBeInstanceField =
new(
"GF_Godot_BindNodeSignal_004",
"Referenced node field must be an instance field",
"Method '{0}' references node field '{1}', but that field must be an instance field",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 字段类型必须继承自 Godot.Node。
/// </summary>
public static readonly DiagnosticDescriptor FieldTypeMustDeriveFromNode =
new(
"GF_Godot_BindNodeSignal_005",
"Field type must derive from Godot.Node",
"Field '{0}' must be a Godot.Node type to use [BindNodeSignal]",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 目标事件不存在。
/// </summary>
public static readonly DiagnosticDescriptor SignalNotFound =
new(
"GF_Godot_BindNodeSignal_006",
"Referenced event was not found",
"Field '{0}' does not contain an event named '{1}'",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 方法签名与事件委托不兼容。
/// </summary>
public static readonly DiagnosticDescriptor MethodSignatureNotCompatible =
new(
"GF_Godot_BindNodeSignal_007",
"Method signature is not compatible with the referenced event",
"Method '{0}' is not compatible with event '{1}' on field '{2}'",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 现有 _Ready 中未调用生成绑定逻辑。
/// </summary>
public static readonly DiagnosticDescriptor ManualReadyHookRequired =
new(
"GF_Godot_BindNodeSignal_008",
"Call generated signal binding from _Ready",
"Class '{0}' defines _Ready(); call __BindNodeSignals_Generated() there to bind [BindNodeSignal] handlers",
PathContests.GodotNamespace,
DiagnosticSeverity.Warning,
true);
/// <summary>
/// 现有 _ExitTree 中未调用生成解绑逻辑。
/// </summary>
public static readonly DiagnosticDescriptor ManualExitTreeHookRequired =
new(
"GF_Godot_BindNodeSignal_009",
"Call generated signal unbinding from _ExitTree",
"Class '{0}' defines _ExitTree(); call __UnbindNodeSignals_Generated() there to unbind [BindNodeSignal] handlers",
PathContests.GodotNamespace,
DiagnosticSeverity.Warning,
true);
/// <summary>
/// BindNodeSignalAttribute 构造参数无效。
/// </summary>
public static readonly DiagnosticDescriptor InvalidConstructorArgument =
new(
"GF_Godot_BindNodeSignal_010",
"BindNodeSignal attribute arguments are invalid",
"Method '{0}' uses [BindNodeSignal] with an invalid '{1}' constructor argument; it must be a non-empty string literal",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
}

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@ -4,9 +4,6 @@ using GFramework.Godot.SourceGenerators.Diagnostics;
using GFramework.SourceGenerators.Common.Constants;
using GFramework.SourceGenerators.Common.Diagnostics;
using GFramework.SourceGenerators.Common.Extensions;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace GFramework.Godot.SourceGenerators;
@ -95,6 +92,12 @@ public sealed class GetNodeGenerator : IIncrementalGenerator
if (!CanGenerateForType(context, group, typeSymbol))
continue;
if (typeSymbol.ReportGeneratedMethodConflicts(
context,
group.Fields[0].Variable.Identifier.GetLocation(),
InjectionMethodName))
continue;
var bindings = new List<NodeBindingInfo>();
foreach (var candidate in group.Fields)

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@ -15,4 +15,7 @@ global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading;
global using System.Threading.Tasks;
global using System.Threading.Tasks;
global using Microsoft.CodeAnalysis;
global using Microsoft.CodeAnalysis.CSharp;
global using Microsoft.CodeAnalysis.CSharp.Syntax;

View File

@ -7,6 +7,7 @@
- 与 Godot 场景相关的编译期生成能力
- 基于 Roslyn 的增量生成器实现
- `[GetNode]` 字段注入,减少 `_Ready()` 里的 `GetNode<T>()` 样板代码
- `[BindNodeSignal]` 方法绑定,减少 `_Ready()` / `_ExitTree()` 中重复的事件订阅样板代码
## 使用建议
@ -43,3 +44,47 @@ public partial class TopBar : HBoxContainer
- `_leftContainer` -> `%LeftContainer`
- `m_rightContainer` -> `%RightContainer`
## BindNodeSignal 用法
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class Hud : Control
{
[GetNode]
private Button _startButton = null!;
[GetNode]
private SpinBox _startOreSpinBox = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed()
{
}
[BindNodeSignal(nameof(_startOreSpinBox), nameof(SpinBox.ValueChanged))]
private void OnStartOreValueChanged(double value)
{
}
public override void _Ready()
{
__InjectGetNodes_Generated();
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
生成器会产出两个辅助方法:
- `__BindNodeSignals_Generated()`:负责统一订阅事件
- `__UnbindNodeSignals_Generated()`:负责统一解绑事件
当前设计只处理 CLR event 形式的 Godot 事件绑定,不会自动调用 `Connect()` / `Disconnect()`

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@ -1,9 +1,10 @@
; Unshipped analyzer release
; https://github.com/dotnet/roslyn-analyzers/blob/main/src/Microsoft.CodeAnalysis.Analyzers/ReleaseTrackingAnalyzers.Help.md
; https://github.com/dotnet/roslyn/blob/main/src/RoslynAnalyzers/Microsoft.CodeAnalysis.Analyzers/ReleaseTrackingAnalyzers.Help.md
### New Rules
Rule ID | Category | Severity | Notes
---------------------|-------------------|----------|-------------------
GF_Common_Class_001 | GFramework.Common | Error | CommonDiagnostics
GF_Common_Trace_001 | GFramework.Trace | Info | CommonDiagnostics
GF_Common_Class_002 | GFramework.Common | Error | CommonDiagnostics
GF_Common_Trace_001 | GFramework.Trace | Info | CommonDiagnostics

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@ -1,6 +1,4 @@
using Microsoft.CodeAnalysis;
namespace GFramework.SourceGenerators.Common.Diagnostics;
namespace GFramework.SourceGenerators.Common.Diagnostics;
/// <summary>
/// 提供通用诊断描述符的静态类
@ -27,6 +25,23 @@ public static class CommonDiagnostics
true
);
/// <summary>
/// 定义生成方法名与用户代码冲突的诊断描述符。
/// </summary>
/// <remarks>
/// 该诊断用于保护生成器保留的方法名,避免用户代码手动声明了相同零参数方法时出现重复成员错误,
/// 并使多个生成器可以复用同一条一致的冲突报告规则。
/// </remarks>
public static readonly DiagnosticDescriptor GeneratedMethodNameConflict =
new(
"GF_Common_Class_002",
"Generated method name conflicts with an existing member",
"Class '{0}' already defines method '{1}()', which conflicts with generated code",
"GFramework.Common",
DiagnosticSeverity.Error,
true
);
/// <summary>
/// 定义源代码生成器跟踪信息的诊断描述符
/// </summary>

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@ -0,0 +1,49 @@
using GFramework.SourceGenerators.Common.Diagnostics;
namespace GFramework.SourceGenerators.Common.Extensions;
/// <summary>
/// 提供生成方法名冲突校验的通用扩展。
/// </summary>
public static class GeneratedMethodConflictExtensions
{
/// <summary>
/// 检查目标类型上是否已存在与生成器保留方法同名的零参数方法,并在冲突时报告统一诊断。
/// </summary>
/// <param name="typeSymbol">待校验的目标类型。</param>
/// <param name="context">源代码生成上下文。</param>
/// <param name="fallbackLocation">当冲突成员缺少源码位置时使用的后备位置。</param>
/// <param name="generatedMethodNames">生成器将保留的零参数方法名集合。</param>
/// <returns>若发现任一冲突则返回 <c>true</c>。</returns>
public static bool ReportGeneratedMethodConflicts(
this INamedTypeSymbol typeSymbol,
SourceProductionContext context,
Location fallbackLocation,
params string[] generatedMethodNames)
{
var hasConflict = false;
foreach (var generatedMethodName in generatedMethodNames.Distinct(StringComparer.Ordinal))
{
var conflictingMethod = typeSymbol.GetMembers()
.OfType<IMethodSymbol>()
.FirstOrDefault(method =>
!method.IsImplicitlyDeclared &&
string.Equals(method.Name, generatedMethodName, StringComparison.Ordinal) &&
method.Parameters.Length == 0 &&
method.TypeParameters.Length == 0);
if (conflictingMethod is null)
continue;
context.ReportDiagnostic(Diagnostic.Create(
CommonDiagnostics.GeneratedMethodNameConflict,
conflictingMethod.Locations.FirstOrDefault() ?? fallbackLocation,
typeSymbol.Name,
generatedMethodName));
hasConflict = true;
}
return hasConflict;
}
}

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@ -15,4 +15,5 @@ global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading;
global using System.Threading.Tasks;
global using System.Threading.Tasks;
global using Microsoft.CodeAnalysis;

View File

@ -377,6 +377,84 @@ public class ContextGetGeneratorTests
Assert.Pass();
}
[Test]
public async Task Reports_Diagnostic_When_Generated_Injection_Method_Name_Already_Exists()
{
var source = """
using System;
using GFramework.SourceGenerators.Abstractions.Rule;
namespace GFramework.SourceGenerators.Abstractions.Rule
{
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class ContextAwareAttribute : Attribute { }
[AttributeUsage(AttributeTargets.Field, Inherited = false)]
public sealed class GetModelAttribute : Attribute { }
}
namespace GFramework.Core.Abstractions.Rule
{
public interface IContextAware { }
}
namespace GFramework.Core.Abstractions.Model
{
public interface IModel { }
}
namespace GFramework.Core.Abstractions.Systems
{
public interface ISystem { }
}
namespace GFramework.Core.Abstractions.Utility
{
public interface IUtility { }
}
namespace GFramework.Core.Extensions
{
public static class ContextAwareServiceExtensions
{
public static T GetModel<T>(this object contextAware) => default!;
}
}
namespace TestApp
{
public interface IInventoryModel : GFramework.Core.Abstractions.Model.IModel { }
[ContextAware]
public partial class InventoryPanel
{
[GetModel]
private IInventoryModel _model = null!;
private void {|#0:__InjectContextBindings_Generated|}()
{
}
}
}
""";
var test = new CSharpSourceGeneratorTest<ContextGetGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" },
TestBehaviors = TestBehaviors.SkipGeneratedSourcesCheck
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Common_Class_002", DiagnosticSeverity.Error)
.WithLocation(0)
.WithArguments("InventoryPanel", "__InjectContextBindings_Generated"));
await test.RunAsync();
}
[Test]
public async Task Ignores_NonInferable_Const_Field_For_GetAll_Class_Without_Diagnostic()
{

View File

@ -220,6 +220,12 @@ public sealed class ContextGetGenerator : IIncrementalGenerator
if (!CanGenerateForType(context, workItem, symbols))
continue;
if (workItem.TypeSymbol.ReportGeneratedMethodConflicts(
context,
GetTypeLocation(workItem),
InjectionMethodName))
continue;
var bindings = CollectBindings(context, workItem, descriptors, symbols);
if (bindings.Count == 0 && workItem.GetAllDeclaration is null)
continue;

View File

@ -0,0 +1,680 @@
# BindNodeSignal 生成器
> 自动生成 Godot 节点信号绑定与解绑逻辑,消除事件订阅样板代码
## 概述
BindNodeSignal 生成器为标记了 `[BindNodeSignal]` 特性的方法自动生成节点事件绑定和解绑代码。它将 `_Ready()`
`_ExitTree()` 中重复的 `+=``-=` 样板代码收敛到生成器中统一维护。
### 核心功能
- **自动事件绑定**:在 `_Ready()` 中自动订阅节点事件
- **自动事件解绑**:在 `_ExitTree()` 中自动取消订阅
- **多事件绑定**:一个方法可以绑定到多个节点事件
- **类型安全检查**:编译时验证方法签名与事件委托的兼容性
- **与 GetNode 集成**:无缝配合 `[GetNode]` 特性使用
## 基础使用
### 标记事件处理方法
使用 `[BindNodeSignal]` 特性标记处理节点事件的方法:
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class MainMenu : Control
{
private Button _startButton = null!;
private Button _settingsButton = null!;
private Button _quitButton = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed()
{
StartGame();
}
[BindNodeSignal(nameof(_settingsButton), nameof(Button.Pressed))]
private void OnSettingsButtonPressed()
{
ShowSettings();
}
[BindNodeSignal(nameof(_quitButton), nameof(Button.Pressed))]
private void OnQuitButtonPressed()
{
QuitGame();
}
public override void _Ready()
{
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
### 生成的代码
编译器会为标记的类自动生成以下代码:
```csharp
// <auto-generated />
#nullable enable
namespace YourNamespace;
partial class MainMenu
{
private void __BindNodeSignals_Generated()
{
_startButton.Pressed += OnStartButtonPressed;
_settingsButton.Pressed += OnSettingsButtonPressed;
_quitButton.Pressed += OnQuitButtonPressed;
}
private void __UnbindNodeSignals_Generated()
{
_startButton.Pressed -= OnStartButtonPressed;
_settingsButton.Pressed -= OnSettingsButtonPressed;
_quitButton.Pressed -= OnQuitButtonPressed;
}
}
```
## 参数说明
`[BindNodeSignal]` 特性需要两个参数:
| 参数 | 类型 | 说明 |
|-----------------|--------|-----------------------------|
| `nodeFieldName` | string | 目标节点字段名(使用 `nameof` 推荐) |
| `signalName` | string | 目标节点上的 CLR 事件名(使用 `nameof` |
```csharp
[BindNodeSignal("_startButton", "Pressed")] // 字符串字面量
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))] // 推荐nameof 表达式
```
## 高级用法
### 带参数的事件处理
处理带参数的事件(如 `SpinBox.ValueChanged`
```csharp
using Godot;
public partial class SettingsPanel : Control
{
private SpinBox _volumeSpinBox = null!;
private SpinBox _brightnessSpinBox = null!;
// 参数类型必须与事件委托匹配
[BindNodeSignal(nameof(_volumeSpinBox), nameof(SpinBox.ValueChanged))]
private void OnVolumeChanged(double value)
{
SetVolume((float)value);
}
[BindNodeSignal(nameof(_brightnessSpinBox), nameof(SpinBox.ValueChanged))]
private void OnBrightnessChanged(double value)
{
SetBrightness((float)value);
}
public override void _Ready()
{
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
### 多事件绑定
一个方法可以同时绑定到多个节点的事件:
```csharp
public partial class MultiButtonHud : Control
{
private Button _buttonA = null!;
private Button _buttonB = null!;
private Button _buttonC = null!;
// 一个方法处理多个按钮的点击
[BindNodeSignal(nameof(_buttonA), nameof(Button.Pressed))]
[BindNodeSignal(nameof(_buttonB), nameof(Button.Pressed))]
[BindNodeSignal(nameof(_buttonC), nameof(Button.Pressed))]
private void OnAnyButtonPressed()
{
PlayClickSound();
}
public override void _Ready()
{
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
### 与 [GetNode] 组合使用
推荐与 `[GetNode]` 特性结合使用:
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class GameHud : Control
{
// 使用 GetNode 自动获取节点
[GetNode]
private Button _pauseButton = null!;
[GetNode]
private ProgressBar _healthBar = null!;
[GetNode("UI/ScoreLabel")]
private Label _scoreLabel = null!;
// 使用 BindNodeSignal 绑定事件
[BindNodeSignal(nameof(_pauseButton), nameof(Button.Pressed))]
private void OnPauseButtonPressed()
{
TogglePause();
}
// 多事件绑定示例
[BindNodeSignal(nameof(_healthBar), nameof(Range.ValueChanged))]
private void OnHealthChanged(double value)
{
UpdateHealthDisplay(value);
}
public override void _Ready()
{
// 先注入节点,再绑定信号
__InjectGetNodes_Generated();
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
### 复杂事件处理场景
实现完整的 UI 事件处理:
```csharp
public partial class InventoryUI : Control
{
// 节点
[GetNode]
private ItemList _itemList = null!;
[GetNode]
private Button _useButton = null!;
[GetNode]
private Button _dropButton = null!;
[GetNode]
private LineEdit _searchBox = null!;
// 事件处理
[BindNodeSignal(nameof(_itemList), nameof(ItemList.ItemSelected))]
private void OnItemSelected(long index)
{
SelectItem((int)index);
}
[BindNodeSignal(nameof(_itemList), nameof(ItemList.ItemActivated))]
private void OnItemActivated(long index)
{
UseItem((int)index);
}
[BindNodeSignal(nameof(_useButton), nameof(Button.Pressed))]
private void OnUseButtonPressed()
{
UseSelectedItem();
}
[BindNodeSignal(nameof(_dropButton), nameof(Button.Pressed))]
private void OnDropButtonPressed()
{
DropSelectedItem();
}
[BindNodeSignal(nameof(_searchBox), nameof(LineEdit.TextChanged))]
private void OnSearchTextChanged(string newText)
{
FilterItems(newText);
}
public override void _Ready()
{
__InjectGetNodes_Generated();
__BindNodeSignals_Generated();
InitializeInventory();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
## 生命周期管理
### 自动生成生命周期方法
如果类没有 `_Ready()``_ExitTree()`,生成器会自动生成:
```csharp
public partial class AutoLifecycleHud : Control
{
private Button _button = null!;
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnButtonPressed()
{
// 处理点击
}
// 无需手动声明 _Ready 和 _ExitTree
// 生成器会自动生成:
// public override void _Ready() { __BindNodeSignals_Generated(); }
// public override void _ExitTree() { __UnbindNodeSignals_Generated(); }
}
```
### 手动生命周期调用
如果已有生命周期方法,需要手动调用生成的方法:
```csharp
public partial class CustomLifecycleHud : Control
{
private Button _button = null!;
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnButtonPressed()
{
HandlePress();
}
public override void _Ready()
{
// 必须手动调用绑定方法
__BindNodeSignals_Generated();
// 自定义初始化逻辑
InitializeUI();
}
public override void _ExitTree()
{
// 必须手动调用解绑方法
__UnbindNodeSignals_Generated();
// 自定义清理逻辑
CleanupResources();
}
}
```
**注意**:如果在 `_Ready()` 中不调用 `__BindNodeSignals_Generated()`,编译器会发出警告 `GF_Godot_BindNodeSignal_008`
## 诊断信息
生成器会在以下情况报告编译错误或警告:
### GF_Godot_BindNodeSignal_001 - 不支持嵌套类
**错误信息**`Class '{ClassName}' cannot use [BindNodeSignal] inside a nested type`
**解决方案**:将嵌套类提取为独立的类
```csharp
// ❌ 错误
public partial class Outer
{
public partial class Inner
{
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnPressed() { } // 错误
}
}
// ✅ 正确
public partial class Inner
{
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnPressed() { }
}
```
### GF_Godot_BindNodeSignal_002 - 不支持静态方法
**错误信息**`Method '{MethodName}' cannot be static when using [BindNodeSignal]`
**解决方案**:改为实例方法
```csharp
// ❌ 错误
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private static void OnPressed() { }
// ✅ 正确
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnPressed() { }
```
### GF_Godot_BindNodeSignal_003 - 节点字段不存在
**错误信息**
`Method '{MethodName}' references node field '{FieldName}', but no matching field exists on class '{ClassName}'`
**解决方案**:确保引用的字段存在且名称正确
```csharp
// ❌ 错误_button 字段不存在
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnPressed() { }
// ✅ 正确
private Button _button = null!;
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnPressed() { }
```
### GF_Godot_BindNodeSignal_004 - 节点字段必须是实例字段
**错误信息**`Method '{MethodName}' references node field '{FieldName}', but that field must be an instance field`
**解决方案**:将节点字段改为实例字段(非静态)
```csharp
// ❌ 错误
private static Button _button = null!;
// ✅ 正确
private Button _button = null!;
```
### GF_Godot_BindNodeSignal_005 - 字段类型必须继承自 Godot.Node
**错误信息**`Field '{FieldName}' must be a Godot.Node type to use [BindNodeSignal]`
**解决方案**:确保字段类型继承自 `Godot.Node`
```csharp
// ❌ 错误
private string _text = null!; // string 不是 Node 类型
[BindNodeSignal(nameof(_text), "Changed")] // 错误
// ✅ 正确
private Button _button = null!; // Button 继承自 Node
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
```
### GF_Godot_BindNodeSignal_006 - 目标事件不存在
**错误信息**`Field '{FieldName}' does not contain an event named '{EventName}'`
**解决方案**:确保事件名称正确
```csharp
private Button _button = null!;
// ❌ 错误Click 不是 Button 的事件
[BindNodeSignal(nameof(_button), "Click")]
// ✅ 正确:使用正确的事件名
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
```
### GF_Godot_BindNodeSignal_007 - 方法签名不兼容
**错误信息**`Method '{MethodName}' is not compatible with event '{EventName}' on field '{FieldName}'`
**解决方案**:确保方法签名与事件委托匹配
```csharp
private SpinBox _spinBox = null!;
// ❌ 错误SpinBox.ValueChanged 需要 double 参数
[BindNodeSignal(nameof(_spinBox), nameof(SpinBox.ValueChanged))]
private void OnValueChanged() { } // 缺少参数
// ✅ 正确
[BindNodeSignal(nameof(_spinBox), nameof(SpinBox.ValueChanged))]
private void OnValueChanged(double value) { }
```
### GF_Godot_BindNodeSignal_008 - 需要在 _Ready 中调用绑定方法
**警告信息**
`Class '{ClassName}' defines _Ready(); call __BindNodeSignals_Generated() there to bind [BindNodeSignal] handlers`
**解决方案**:在 `_Ready()` 中手动调用 `__BindNodeSignals_Generated()`
```csharp
public override void _Ready()
{
__BindNodeSignals_Generated(); // ✅ 必须手动调用
// 其他初始化...
}
```
### GF_Godot_BindNodeSignal_009 - 需要在 _ExitTree 中调用解绑方法
**警告信息**
`Class '{ClassName}' defines _ExitTree(); call __UnbindNodeSignals_Generated() there to unbind [BindNodeSignal] handlers`
**解决方案**:在 `_ExitTree()` 中手动调用 `__UnbindNodeSignals_Generated()`
```csharp
public override void _ExitTree()
{
__UnbindNodeSignals_Generated(); // ✅ 必须手动调用
// 其他清理...
}
```
### GF_Godot_BindNodeSignal_010 - 构造参数无效
**错误信息**
`Method '{MethodName}' uses [BindNodeSignal] with an invalid '{ParameterName}' constructor argument; it must be a non-empty string literal`
**解决方案**:使用有效的字符串字面量或 nameof 表达式
```csharp
// ❌ 错误:空字符串
[BindNodeSignal("", nameof(Button.Pressed))]
// ❌ 错误null 值
[BindNodeSignal(null, nameof(Button.Pressed))]
// ✅ 正确
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
```
## 最佳实践
### 1. 使用 nameof 表达式
使用 `nameof` 而不是字符串字面量,以获得重构支持和编译时检查:
```csharp
// ❌ 不推荐:字符串字面量
[BindNodeSignal("_button", "Pressed")]
// ✅ 推荐nameof 表达式
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
```
### 2. 保持方法命名一致
使用统一的命名约定提高代码可读性:
```csharp
// ✅ 推荐On + 节点名 + 事件名
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed() { }
[BindNodeSignal(nameof(_volumeSlider), nameof(Slider.ValueChanged))]
private void OnVolumeSliderValueChanged(double value) { }
```
### 3. 分组相关事件处理
将相关的事件处理方法放在一起,便于维护:
```csharp
public partial class GameHud : Control
{
// UI 节点
[GetNode]
private Button _pauseButton = null!;
[GetNode]
private Button _menuButton = null!;
// UI 事件处理(放在一起)
[BindNodeSignal(nameof(_pauseButton), nameof(Button.Pressed))]
private void OnPauseButtonPressed() { }
[BindNodeSignal(nameof(_menuButton), nameof(Button.Pressed))]
private void OnMenuButtonPressed() { }
}
```
### 4. 正确处理生命周期
始终确保事件解绑,避免内存泄漏:
```csharp
public partial class SafeHud : Control
{
private Button _button = null!;
[BindNodeSignal(nameof(_button), nameof(Button.Pressed))]
private void OnButtonPressed() { }
public override void _Ready()
{
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
// 确保解绑事件
__UnbindNodeSignals_Generated();
}
}
```
### 5. 对比手动事件绑定
| 方式 | 代码量 | 可维护性 | 错误风险 | 推荐场景 |
|--------------------|-----|------|----------|------------|
| 手动 `+=` / `-=` | 多 | 中 | 高(易遗漏解绑) | 简单场景 |
| `[BindNodeSignal]` | 少 | 高 | 低(编译器检查) | 复杂 UI、频繁事件 |
```csharp
// ❌ 不推荐:手动绑定
public override void _Ready()
{
_startButton.Pressed += OnStartButtonPressed;
_settingsButton.Pressed += OnSettingsButtonPressed;
_quitButton.Pressed += OnQuitButtonPressed;
}
public override void _ExitTree()
{
// 容易遗漏解绑
_startButton.Pressed -= OnStartButtonPressed;
_quitButton.Pressed -= OnQuitButtonPressed; // 遗漏了 _settingsButton
}
// ✅ 推荐:使用 [BindNodeSignal]
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed() { }
[BindNodeSignal(nameof(_settingsButton), nameof(Button.Pressed))]
private void OnSettingsButtonPressed() { }
[BindNodeSignal(nameof(_quitButton), nameof(Button.Pressed))]
private void OnQuitButtonPressed() { }
```
### 6. 与 [ContextAware] 组合使用
在需要架构访问的场景中,与 `[ContextAware]` 结合:
```csharp
using GFramework.SourceGenerators.Abstractions.Rule;
using GFramework.Godot.SourceGenerators.Abstractions;
[ContextAware]
public partial class GameController : Node
{
[GetNode]
private Button _actionButton = null!;
private IGameModel _gameModel = null!;
[BindNodeSignal(nameof(_actionButton), nameof(Button.Pressed))]
private void OnActionButtonPressed()
{
// 可以直接使用架构功能
this.SendCommand(new PlayerActionCommand());
}
public override void _Ready()
{
__InjectContextBindings_Generated();
__InjectGetNodes_Generated();
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
## 相关文档
- [Source Generators 概述](./index)
- [GetNode 生成器](./get-node-generator)
- [ContextAware 生成器](./context-aware-generator)
- [Godot 信号文档](https://docs.godotengine.org/en/stable/classes/class_signal.html)

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@ -0,0 +1,496 @@
# GetNode 生成器
> 自动生成 Godot 节点获取逻辑,简化节点引用代码
## 概述
GetNode 生成器为标记了 `[GetNode]` 特性的字段自动生成 Godot 节点获取代码,无需手动调用 `GetNode<T>()` 方法。这在处理复杂
UI 或场景树结构时特别有用。
### 核心功能
- **自动节点获取**:根据路径或字段名自动获取节点
- **多种查找模式**:支持唯一名、相对路径、绝对路径查找
- **可选节点支持**:可以标记节点为可选,获取失败时返回 null
- **智能路径推导**:未显式指定路径时自动从字段名推导
- **_Ready 钩子生成**:自动生成 `_Ready()` 方法注入节点获取逻辑
## 基础使用
### 标记节点字段
使用 `[GetNode]` 特性标记需要自动获取的节点字段:
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class PlayerHud : Control
{
[GetNode]
private Label _healthLabel = null!;
[GetNode]
private ProgressBar _manaBar = null!;
[GetNode("ScoreContainer/ScoreValue")]
private Label _scoreLabel = null!;
public override void _Ready()
{
__InjectGetNodes_Generated();
_healthLabel.Text = "100";
}
}
```
### 生成的代码
编译器会为标记的类自动生成以下代码:
```csharp
// <auto-generated />
#nullable enable
namespace YourNamespace;
partial class PlayerHud
{
private void __InjectGetNodes_Generated()
{
_healthLabel = GetNode<global::Godot.Label>("%HealthLabel");
_manaBar = GetNode<global::Godot.ProgressBar>("%ManaBar");
_scoreLabel = GetNode<global::Godot.Label>("ScoreContainer/ScoreValue");
}
partial void OnGetNodeReadyGenerated();
public override void _Ready()
{
__InjectGetNodes_Generated();
OnGetNodeReadyGenerated();
}
}
```
## 配置选项
### 节点查找模式
通过 `Lookup` 参数控制节点查找方式:
```csharp
public partial class GameHud : Control
{
// 自动推断(默认):根据路径前缀自动选择
[GetNode]
private Label _titleLabel = null!; // 默认使用唯一名 %TitleLabel
// 唯一名查找
[GetNode(Lookup = NodeLookupMode.UniqueName)]
private Button _startButton = null!; // %StartButton
// 相对路径查找
[GetNode("UI/HealthBar", Lookup = NodeLookupMode.RelativePath)]
private ProgressBar _healthBar = null!;
// 绝对路径查找
[GetNode("/root/Main/GameUI/Score", Lookup = NodeLookupMode.AbsolutePath)]
private Label _scoreLabel = null!;
}
```
### 查找模式说明
| 模式 | 路径前缀 | 适用场景 |
|----------------|------|----------------|
| `Auto` | 自动选择 | 默认行为,推荐用于大多数场景 |
| `UniqueName` | `%` | 场景中使用唯一名的节点 |
| `RelativePath` | 无 | 需要相对路径查找的节点 |
| `AbsolutePath` | `/` | 场景树根节点的绝对路径 |
### 可选节点
对于可能不存在的节点,可以设置为非必填:
```csharp
public partial class SettingsPanel : Control
{
// 必须存在的节点(默认)
[GetNode]
private Label _titleLabel = null!;
// 可选节点,可能不存在
[GetNode(Required = false)]
private Label? _debugLabel; // 使用可空类型
// 显式路径的可选节点
[GetNode("AdvancedOptions", Required = false)]
private VBoxContainer? _advancedOptions;
public override void _Ready()
{
__InjectGetNodes_Generated();
// 安全地访问可选节点
_debugLabel?.Hide();
_advancedOptions?.Hide();
}
}
```
### 路径规则
生成器根据字段名和配置自动推导节点路径:
```csharp
public partial class Example : Control
{
// 驼峰命名 → PascalCase 路径
[GetNode]
private Label _playerNameLabel = null!; // → %PlayerNameLabel
// m_ 前缀会被移除
[GetNode]
private Button m_confirmButton = null!; // → %ConfirmButton
// _ 前缀会被移除
[GetNode]
private ProgressBar _healthBar = null!; // → %HealthBar
// 显式路径优先于推导
[GetNode("UI/CustomPath")]
private Label _myLabel = null!; // → UI/CustomPath
}
```
## 高级用法
### 与 [ContextAware] 组合使用
在 Godot 项目中结合使用 `[GetNode]``[ContextAware]`
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using GFramework.SourceGenerators.Abstractions.Rule;
using Godot;
[ContextAware]
public partial class GameController : Node
{
[GetNode]
private Label _scoreLabel = null!;
[GetNode("HUD/HealthBar")]
private ProgressBar _healthBar = null!;
private IGameModel _gameModel = null!;
public override void _Ready()
{
__InjectContextBindings_Generated(); // ContextAware 生成
__InjectGetNodes_Generated(); // GetNode 生成
_gameModel.Score.Register(OnScoreChanged);
}
private void OnScoreChanged(int newScore)
{
_scoreLabel.Text = newScore.ToString();
}
}
```
### 复杂 UI 场景
处理复杂的嵌套 UI 结构:
```csharp
public partial class InventoryUI : Control
{
// 主容器
[GetNode]
private GridContainer _itemGrid = null!;
// 详细信息面板
[GetNode("DetailsPanel/ItemName")]
private Label _itemNameLabel = null!;
[GetNode("DetailsPanel/ItemDescription")]
private RichTextLabel _itemDescription = null!;
// 操作按钮
[GetNode("Actions/UseButton")]
private Button _useButton = null!;
[GetNode("Actions/DropButton")]
private Button _dropButton = null!;
// 可选的统计信息
[GetNode("DetailsPanel/Stats", Required = false)]
private VBoxContainer? _statsContainer;
public override void _Ready()
{
__InjectGetNodes_Generated();
// 使用注入的节点
_useButton.Pressed += OnUseButtonPressed;
_dropButton.Pressed += OnDropButtonPressed;
}
}
```
### 手动 _Ready 调用
如果类已经有 `_Ready()` 方法,需要手动调用注入方法:
```csharp
public partial class CustomHud : Control
{
[GetNode]
private Label _statusLabel = null!;
public override void _Ready()
{
// 必须手动调用节点注入
__InjectGetNodes_Generated();
// 自定义初始化逻辑
_statusLabel.Text = "Ready";
InitializeOtherComponents();
}
partial void OnGetNodeReadyGenerated()
{
// 这个方法会被生成器调用,可以在此添加额外初始化
}
}
```
**注意**:如果不手动调用 `__InjectGetNodes_Generated()`,编译器会发出警告 `GF_Godot_GetNode_006`
## 诊断信息
生成器会在以下情况报告编译错误或警告:
### GF_Godot_GetNode_001 - 不支持嵌套类
**错误信息**`Class '{ClassName}' cannot use [GetNode] inside a nested type`
**解决方案**:将嵌套类提取为独立的类
```csharp
// ❌ 错误
public partial class Outer
{
public partial class Inner
{
[GetNode]
private Label _label = null!; // 错误
}
}
// ✅ 正确
public partial class Inner
{
[GetNode]
private Label _label = null!;
}
```
### GF_Godot_GetNode_002 - 不支持静态字段
**错误信息**`Field '{FieldName}' cannot be static when using [GetNode]`
**解决方案**:改为实例字段
```csharp
// ❌ 错误
[GetNode]
private static Label _label = null!;
// ✅ 正确
[GetNode]
private Label _label = null!;
```
### GF_Godot_GetNode_003 - 不支持只读字段
**错误信息**`Field '{FieldName}' cannot be readonly when using [GetNode]`
**解决方案**:移除 `readonly` 关键字
```csharp
// ❌ 错误
[GetNode]
private readonly Label _label = null!;
// ✅ 正确
[GetNode]
private Label _label = null!;
```
### GF_Godot_GetNode_004 - 字段类型必须继承自 Godot.Node
**错误信息**`Field '{FieldName}' must be a Godot.Node type to use [GetNode]`
**解决方案**:确保字段类型继承自 `Godot.Node`
```csharp
// ❌ 错误
[GetNode]
private string _text = null!; // string 不是 Node 类型
// ✅ 正确
[GetNode]
private Label _label = null!; // Label 继承自 Node
```
### GF_Godot_GetNode_005 - 无法推导路径
**错误信息**`Field '{FieldName}' does not provide a path and its name cannot be converted to a node path`
**解决方案**:显式指定节点路径
```csharp
// ❌ 错误:字段名无法转换为有效路径
[GetNode]
private Label _ = null!;
// ✅ 正确
[GetNode("UI/Label")]
private Label _ = null!;
```
### GF_Godot_GetNode_006 - 需要在 _Ready 中调用注入方法
**警告信息**
`Class '{ClassName}' defines _Ready(); call __InjectGetNodes_Generated() there or remove _Ready() to use the generated hook`
**解决方案**:在 `_Ready()` 中手动调用 `__InjectGetNodes_Generated()`
```csharp
public partial class MyHud : Control
{
[GetNode]
private Label _label = null!;
public override void _Ready()
{
__InjectGetNodes_Generated(); // ✅ 必须手动调用
// 其他初始化...
}
}
```
## 最佳实践
### 1. 使用一致的命名约定
保持字段名与场景树中节点名的一致性:
```csharp
// ✅ 推荐:字段名与节点名一致
[GetNode]
private Label _healthLabel = null!; // 场景中的节点名为 HealthLabel
[GetNode]
private Button _startButton = null!; // 场景中的节点名为 StartButton
```
### 2. 优先使用唯一名查找
在 Godot 编辑器中为重要节点启用唯一名Unique Name然后使用 `[GetNode]`
```csharp
// Godot 场景中:%HealthBar唯一名已启用
// C# 代码中:
[GetNode]
private ProgressBar _healthBar = null!; // 自动使用 %HealthBar
```
### 3. 合理处理可选节点
对于可能不存在的节点,使用 `Required = false`
```csharp
public partial class DynamicUI : Control
{
[GetNode]
private Label _titleLabel = null!;
// 可选组件
[GetNode(Required = false)]
private TextureRect? _iconImage;
public override void _Ready()
{
__InjectGetNodes_Generated();
// 安全地初始化可选组件
if (_iconImage != null)
{
_iconImage.Texture = LoadDefaultIcon();
}
}
}
```
### 4. 组织复杂 UI 的路径
对于深层嵌套的 UI使用显式路径
```csharp
public partial class ComplexUI : Control
{
// 使用相对路径明确表达层级关系
[GetNode("MainContent/Header/Title")]
private Label _title = null!;
[GetNode("MainContent/Body/Stats/Health")]
private Label _healthValue = null!;
[GetNode("MainContent/Footer/ActionButtons/Save")]
private Button _saveButton = null!;
}
```
### 5. 与 GetNode 方法的对比
| 方式 | 代码量 | 可维护性 | 类型安全 | 推荐场景 |
|----------------|-----|------|--------|-----------|
| 手动 `GetNode()` | 多 | 中 | 需要显式转换 | 简单场景 |
| `[GetNode]` 特性 | 少 | 高 | 编译时检查 | 复杂 UI、控制器 |
```csharp
// ❌ 不推荐:手动获取
public override void _Ready()
{
_healthLabel = GetNode<Label>("%HealthLabel");
_manaBar = GetNode<ProgressBar>("%ManaBar");
_scoreLabel = GetNode<Label>("ScoreContainer/ScoreValue");
}
// ✅ 推荐:使用 [GetNode] 特性
[GetNode]
private Label _healthLabel = null!;
[GetNode]
private ProgressBar _manaBar = null!;
[GetNode("ScoreContainer/ScoreValue")]
private Label _scoreLabel = null!;
public override void _Ready()
{
__InjectGetNodes_Generated();
}
```
## 相关文档
- [Source Generators 概述](./index)
- [BindNodeSignal 生成器](./bind-node-signal-generator)
- [ContextAware 生成器](./context-aware-generator)
- [Godot 节点文档](https://docs.godotengine.org/en/stable/classes/class_node.html)

View File

@ -14,6 +14,8 @@ GFramework.SourceGenerators 是 GFramework 框架的源代码生成器包,通
- [GenerateEnumExtensions 属性生成器](#generateenumextensions-属性生成器)
- [Priority 属性生成器](#priority-属性生成器)
- [Context Get 注入生成器](#context-get-注入生成器)
- [GetNode 生成器 (Godot)](#getnode-生成器)
- [BindNodeSignal 生成器 (Godot)](#bindnodesignal-生成器)
- [诊断信息](#诊断信息)
- [性能优势](#性能优势)
- [使用示例](#使用示例)
@ -41,6 +43,11 @@ GFramework.SourceGenerators 利用 Roslyn 源代码生成器技术,在编译
- **[Priority] 属性**:自动实现 IPrioritized 接口,为类添加优先级标记
- **Context Get 注入特性**自动注入架构组件GetModel/GetSystem/GetUtility/GetService/GetAll
### Godot 专用生成器
- **[GetNode] 属性 (Godot)**:自动获取 Godot 节点引用,支持多种查找模式
- **[BindNodeSignal] 属性 (Godot)**:自动生成 Godot 节点信号绑定与解绑逻辑
### 🔧 高级特性
- **智能诊断**:生成器包含详细的错误诊断信息
@ -379,6 +386,82 @@ public enum PlayerState
| GenerateIsMethods | bool | true | 是否为每个枚举值生成 IsX 方法 |
| GenerateIsInMethod | bool | true | 是否生成 IsIn 方法 |
## GetNode 生成器
GetNode 生成器为标记了 `[GetNode]` 特性的字段自动生成 Godot 节点获取代码,无需手动调用 `GetNode<T>()` 方法。
### 主要功能
- **自动节点获取**:根据路径或字段名自动获取 Godot 节点
- **多种查找模式**:支持唯一名(`%Name`)、相对路径、绝对路径查找
- **可选节点支持**:可以标记节点为可选,获取失败时返回 null
- **_Ready 钩子**:自动生成 `_Ready()` 方法注入节点获取逻辑
### 基础示例
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class PlayerHud : Control
{
[GetNode]
private Label _healthLabel = null!;
[GetNode("HUD/ScoreValue")]
private Label _scoreLabel = null!;
public override void _Ready()
{
__InjectGetNodes_Generated();
_healthLabel.Text = "100";
}
}
```
**完整文档**[GetNode 生成器](./get-node-generator)
## BindNodeSignal 生成器
BindNodeSignal 生成器为标记了 `[BindNodeSignal]` 特性的方法自动生成节点事件绑定和解绑代码。
### 主要功能
- **自动事件绑定**:在 `_Ready()` 中自动订阅节点事件
- **自动事件解绑**:在 `_ExitTree()` 中自动取消订阅
- **多事件绑定**:一个方法可以绑定到多个节点事件
- **类型安全检查**:编译时验证方法签名与事件委托的兼容性
### 基础示例
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class MainMenu : Control
{
private Button _startButton = null!;
[BindNodeSignal(nameof(_startButton), nameof(Button.Pressed))]
private void OnStartButtonPressed()
{
StartGame();
}
public override void _Ready()
{
__BindNodeSignals_Generated();
}
public override void _ExitTree()
{
__UnbindNodeSignals_Generated();
}
}
```
**完整文档**[BindNodeSignal 生成器](./bind-node-signal-generator)
## 诊断信息
GFramework.SourceGenerators 提供详细的编译时诊断信息,帮助开发者快速定位和解决问题。