PKHeX/PKHeX.Core/Util/ReflectUtil.cs

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C#
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
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using System.Reflection;
namespace PKHeX.Core
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{
public static class ReflectUtil
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{
public static bool IsValueEqual(this PropertyInfo pi, object obj, object value)
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{
var v = pi.GetValue(obj, null);
var c = ConvertValue(value, pi.PropertyType);
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return v.Equals(c);
}
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public static void SetValue(PropertyInfo pi, object obj, object value)
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{
var c = ConvertValue(value, pi.PropertyType);
pi.SetValue(obj, c, null);
}
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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public static object? GetValue(object obj, string name) => GetPropertyInfo(obj.GetType().GetTypeInfo(), name)?.GetValue(obj);
public static void SetValue(object obj, string name, object value) => GetPropertyInfo(obj.GetType().GetTypeInfo(), name)?.SetValue(obj, value, null);
public static object GetValue(Type t, string propertyName) => t.GetTypeInfo().GetDeclaredProperty(propertyName).GetValue(null);
public static void SetValue(Type t, string propertyName, object value) => t.GetTypeInfo().GetDeclaredProperty(propertyName).SetValue(null, value);
public static IEnumerable<string> GetPropertiesStartWithPrefix(Type type, string prefix)
{
return type.GetTypeInfo().GetAllTypeInfo().SelectMany(GetAllProperties)
.Where(p => p.Name.StartsWith(prefix, StringComparison.Ordinal))
.Select(p => p.Name)
.Distinct()
;
}
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public static IEnumerable<string> GetPropertiesCanWritePublic(Type type)
{
return GetAllPropertyInfoCanWritePublic(type).Select(p => p.Name)
.Distinct()
;
}
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public static IEnumerable<PropertyInfo> GetAllPropertyInfoCanWritePublic(Type type)
{
return type.GetTypeInfo().GetAllTypeInfo().SelectMany(GetAllProperties)
.Where(p => p.CanWrite && p.SetMethod.IsPublic);
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}
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public static IEnumerable<PropertyInfo> GetAllPropertyInfoPublic(Type type)
{
return type.GetTypeInfo().GetAllTypeInfo().SelectMany(GetAllProperties)
.Where(p => (p.CanRead && p.GetMethod.IsPublic) || (p.CanWrite && p.SetMethod.IsPublic));
}
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public static IEnumerable<string> GetPropertiesPublic(Type type)
{
return GetAllPropertyInfoPublic(type).Select(p => p.Name)
.Distinct()
;
}
public static IEnumerable<string> GetPropertiesCanWritePublicDeclared(Type type)
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{
return type.GetTypeInfo().GetAllProperties()
.Where(p => p.CanWrite && p.SetMethod.IsPublic)
.Select(p => p.Name)
.Distinct()
;
}
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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private static object? ConvertValue(object value, Type type)
{
if (type == typeof(DateTime?)) // Used for PKM.MetDate and other similar properties
{
return DateTime.TryParseExact(value.ToString(), "yyyyMMdd", CultureInfo.InvariantCulture, DateTimeStyles.None, out DateTime dateValue)
? new DateTime?(dateValue)
: null;
}
// Convert.ChangeType is suitable for most things
return Convert.ChangeType(value, type);
}
public static IEnumerable<ConstructorInfo> GetAllConstructors(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredConstructors);
public static IEnumerable<EventInfo> GetAllEvents(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredEvents);
public static IEnumerable<FieldInfo> GetAllFields(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredFields);
public static IEnumerable<MemberInfo> GetAllMembers(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredMembers);
public static IEnumerable<MethodInfo> GetAllMethods(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredMethods);
public static IEnumerable<TypeInfo> GetAllNestedTypes(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredNestedTypes);
public static IEnumerable<PropertyInfo> GetAllProperties(this TypeInfo typeInfo)
=> GetAll(typeInfo, ti => ti.DeclaredProperties);
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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public static IEnumerable<TypeInfo> GetAllTypeInfo(this TypeInfo? typeInfo)
{
while (typeInfo != null)
{
yield return typeInfo;
typeInfo = typeInfo.BaseType?.GetTypeInfo();
}
}
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PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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public static bool HasProperty(object obj, string name, out PropertyInfo? pi) => (pi = GetPropertyInfo(obj.GetType().GetTypeInfo(), name)) != null;
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PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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public static PropertyInfo? GetPropertyInfo(this TypeInfo typeInfo, string name)
{
return typeInfo.GetAllTypeInfo().Select(t => t.GetDeclaredProperty(name)).FirstOrDefault(pi => pi != null);
}
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private static IEnumerable<T> GetAll<T>(this TypeInfo typeInfo, Func<TypeInfo, IEnumerable<T>> accessor)
{
return GetAllTypeInfo(typeInfo).SelectMany(_ => accessor(typeInfo));
}
public static Dictionary<T, string> GetAllConstantsOfType<T>(this Type type)
{
var fields = type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static | BindingFlags.FlattenHierarchy);
var consts = fields.Where(fi => fi.IsLiteral && !fi.IsInitOnly && fi.FieldType == typeof(T));
return consts.ToDictionary(x => (T)x.GetRawConstantValue(), z => z.Name);
}
public static Dictionary<T, string> GetAllPropertiesOfType<T>(this Type type, object obj)
{
var props = type.GetProperties(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly);
var ofType = props.Where(fi => typeof(T).IsAssignableFrom(fi.PropertyType));
return ofType.ToDictionary(x => (T)x.GetValue(obj), z => z.Name);
}
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}
}