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- 修复 UnifiedSettingsFile 与 LocalizationMap 的集合暴露形状,减少可变集合泄漏风险 - 优化 CqrsHandlerRegistryGeneratorTests 的大型 fixture 组织方式,降低 MA0051 噪音 - 更新 analyzer warning reduction 的 active todo 与 trace,回写 0 warning solution 基线
116 lines
4.4 KiB
C#
116 lines
4.4 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using System.Collections.Generic;
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namespace GFramework.Godot.Setting.Data;
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/// <summary>
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/// 本地化映射设置
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/// </summary>
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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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/// 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 LocalizationMap()
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: this(CreateDefaultLanguageMap(), CreateDefaultFrameworkLanguageMap())
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{
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}
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/// <summary>
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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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/// <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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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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/// </summary>
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/// <param name="storedLanguage">设置系统中保存的语言值。</param>
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/// <returns>对应的 Godot locale;未知值时回退为英文。</returns>
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public string ResolveGodotLocale(string? storedLanguage)
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{
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if (string.IsNullOrWhiteSpace(storedLanguage))
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{
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return DefaultGodotLocale;
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}
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return LanguageMap.GetValueOrDefault(storedLanguage, DefaultGodotLocale);
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}
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/// <summary>
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/// 解析用户保存的语言值对应的框架语言码。
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/// </summary>
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/// <param name="storedLanguage">设置系统中保存的语言值。</param>
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/// <returns>对应的框架语言码;未知值时回退为英文。</returns>
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public string ResolveFrameworkLanguage(string? storedLanguage)
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{
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if (string.IsNullOrWhiteSpace(storedLanguage))
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{
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return DefaultFrameworkLanguage;
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}
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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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