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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml;
using Microsoft.Build.BackEnd;
using Microsoft.Build.Collections;
using Microsoft.Build.Evaluation;
using Microsoft.Build.Execution;
using Microsoft.Build.Framework;
using Microsoft.Build.Logging;
using Microsoft.Build.Shared;
using Toolset = Microsoft.Build.Evaluation.Toolset;
using XmlElementWithLocation = Microsoft.Build.Construction.XmlElementWithLocation;
#nullable disable
namespace Microsoft.Build.Internal
{
/// <summary>
/// This class contains utility methods for the MSBuild engine.
/// </summary>
internal static class Utilities
{
/// <summary>
/// Save off the contents of the environment variable that specifies whether we should treat higher toolsversions as the current
/// toolsversion. (Some hosts require this.)
/// </summary>
private static bool s_shouldTreatHigherToolsVersionsAsCurrent = (Environment.GetEnvironmentVariable("MSBUILDTREATHIGHERTOOLSVERSIONASCURRENT") != null);
/// <summary>
/// Save off the contents of the environment variable that specifies whether we should treat all toolsversions, regardless of
/// whether they are higher or lower, as the current toolsversion. (Some hosts require this.)
/// </summary>
private static bool s_shouldTreatOtherToolsVersionsAsCurrent = (Environment.GetEnvironmentVariable("MSBUILDTREATALLTOOLSVERSIONSASCURRENT") != null);
/// <summary>
/// If set, default to the ToolsVersion from the project file (or if that doesn't isn't set, default to 2.0). Otherwise, use Dev12+
/// defaulting logic: first check the MSBUILDDEFAULTTOOLSVERSION environment variable, then check for a DefaultOverrideToolsVersion,
/// then if both fail, use the current ToolsVersion.
/// </summary>
private static bool s_uselegacyDefaultToolsVersionBehavior = (Environment.GetEnvironmentVariable("MSBUILDLEGACYDEFAULTTOOLSVERSION") != null);
/// <summary>
/// If set, will be used as the ToolsVersion to build with (unless MSBUILDLEGACYDEFAULTTOOLSVERSION is set).
/// </summary>
private static string s_defaultToolsVersionFromEnvironment = Environment.GetEnvironmentVariable("MSBUILDDEFAULTTOOLSVERSION");
/// <summary>
/// Delegate for a method that, given a ToolsVersion string, returns the matching Toolset.
/// </summary>
internal delegate Toolset GetToolset(string toolsVersion);
/// <summary>
/// INTERNAL FOR UNIT-TESTING ONLY
///
/// We've got several environment variables that we read into statics since we don't expect them to ever
/// reasonably change, but we need some way of refreshing their values so that we can modify them for
/// unit testing purposes.
/// </summary>
internal static void RefreshInternalEnvironmentValues()
{
s_shouldTreatHigherToolsVersionsAsCurrent = (Environment.GetEnvironmentVariable("MSBUILDTREATHIGHERTOOLSVERSIONASCURRENT") != null);
s_shouldTreatOtherToolsVersionsAsCurrent = (Environment.GetEnvironmentVariable("MSBUILDTREATALLTOOLSVERSIONSASCURRENT") != null);
s_uselegacyDefaultToolsVersionBehavior = (Environment.GetEnvironmentVariable("MSBUILDLEGACYDEFAULTTOOLSVERSION") != null);
s_defaultToolsVersionFromEnvironment = Environment.GetEnvironmentVariable("MSBUILDDEFAULTTOOLSVERSION");
}
/// <summary>
/// Sets the inner XML/text of the given XML node, escaping as necessary.
/// </summary>
/// <param name="node"></param>
/// <param name="s">Can be empty string, but not null.</param>
internal static void SetXmlNodeInnerContents(XmlElementWithLocation node, string s)
{
ErrorUtilities.VerifyThrow(s != null, "Need value to set.");
if (s.IndexOf('<') != -1)
{
// If the value looks like it probably contains XML markup ...
try
{
// Attempt to store it verbatim as XML.
node.InnerXml = s;
return;
}
catch (XmlException)
{
// But that may fail, in the event that "s" is not really well-formed
// XML. Eat the exception and fall through below ...
}
}
// The value does not contain valid XML markup. Store it as text, so it gets
// escaped properly.
node.InnerText = s;
}
/// <summary>
/// Extracts the inner XML/text of the given XML node, unescaping as necessary.
/// </summary>
/// <param name="node"></param>
/// <returns>Inner XML/text of specified node.</returns>
internal static string GetXmlNodeInnerContents(XmlElementWithLocation node)
{
// XmlNode.InnerXml gives back a string that consists of the set of characters
// in between the opening and closing elements of the XML node, without doing any
// unescaping. Any "strange" character sequences (like "<![CDATA[...]]>" will remain
// exactly so and will not be translated or interpreted. The only modification that
// .InnerXml will do is that it will normalize any Xml contained within. This means
// normalizing whitespace between XML attributes and quote characters that surround XML
// attributes. If PreserveWhitespace is false, then it will also normalize whitespace
// between elements.
//
// XmlNode.InnerText strips out any Xml contained within, and then unescapes the rest
// of the text. So if the remaining text contains certain character sequences such as
// "&" or "<![CDATA[...]]>", these will be translated into their equivalent representations.
//
// It's hard to explain, but much easier to demonstrate with examples:
//
// Original XML XmlNode.InnerText XmlNode.InnerXml
// =========================== ============================== ======================================
//
// <a><![CDATA[whatever]]></a> whatever <![CDATA[whatever]]>
//
// <a>123<MyNode/>456</a> 123456 123<MyNode />456
//
// <a>123456</a> 123456 123456
//
// <a>123<MyNode b='<'/>456</a> 123456 123<MyNode b="<" />456
//
// <a>123&456</a> 123&456 123&456
// So the trick for MSBuild when interpreting a property value is to know which one to
// use ... InnerXml or InnerText. There are two basic scenarios we care about.
//
// 1.) The first scenario is that the user is trying to create a property whose
// contents are actually XML. That is to say that the contents may be written
// to a XML file, or may be passed in as a string to XmlDocument.LoadXml.
// In this case, we would want to use XmlNode.InnerXml, because we DO NOT want
// character sequences to be unescaped. If we did unescape them, then whatever
// XML parser tried to read in the stream as XML later on would totally barf.
//
// 2.) The second scenario is the the user is trying to create a property that
// is just intended to be treated as a string. That string may be very large
// and could contain all sorts of whitespace, carriage returns, special characters,
// etc. But in the end, it's just a big string. In this case, whatever
// task is actually processing this string ... it's not going to know anything
// about character sequences such as & and <. These character sequences
// are specific to XML markup. So, here we want to use XmlNode.InnerText so that
// the character sequences get unescaped into their actual character before
// the string is passed to the task (or wherever else the property is used).
// Of course, if the string value of the property needs to contain characters
// like <, >, &, etc., then the user must XML escape these characters otherwise
// the XML parser reading the project file will croak. Or if the user doesn't
// want to escape every instance of these characters, he can surround the whole
// thing with a CDATA tag. Again, if he does this, we don't want the task to
// receive the C, D, A, T, A as part of the string ... this should be stripped off.
// Again, using XmlNode.InnerText takes care of this.
//
// 2b.) A variation of the second scenario is that the user is trying to create a property
// that is just intended to be a string, but wants to comment out part of the string.
// For example, it's a semicolon separated list that's going ultimately to end up in a list.
// eg. (DDB #56841)
//
// <BuildDirectories>
// <!--
// env\TestTools\tshell\pkg;
// -->
// ndp\fx\src\VSIP\FrameWork;
// ndp\fx\src\xmlTools;
// ddsuites\src\vs\xmlTools;
// </BuildDirectories>
//
// In this case, we want to treat the string as text, so that we don't retrieve the comment.
// We only want to retrieve the comment if there's some other XML in there. The
// mere presence of an XML comment shouldn't make us think the value is XML.
//
// Given these two scenarios, how do we know whether the user intended to treat
// a property value as XML or text? We use a simple heuristic which is that if
// XmlNode.InnerXml contains any "<" characters, then there pretty much has to be
// XML in there, so we'll just use XmlNode.InnerXml. If there are no "<" characters that aren't merely comments,
// then we assume it's to be treated as text and we use XmlNode.InnerText. Also, if
// it looks like the whole thing is one big CDATA block, then we also use XmlNode.InnerText.
// XmlNode.InnerXml is much more expensive than InnerText. Don't use it for trivial cases.
// (single child node with a trivial value or no child nodes)
if (!node.HasChildNodes)
{
return String.Empty;
}
if (node.ChildNodes.Count == 1 && (node.FirstChild.NodeType == XmlNodeType.Text || node.FirstChild.NodeType == XmlNodeType.CDATA))
{
return node.InnerText;
}
string innerXml = node.InnerXml;
// If there is no markup under the XML node (detected by the presence
// of a '<' sign
int firstLessThan = innerXml.IndexOf('<');
if (firstLessThan == -1)
{
// return the inner text so it gets properly unescaped
return node.InnerText;
}
bool containsNoTagsOtherThanComments = ContainsNoTagsOtherThanComments(innerXml, firstLessThan);
// ... or if the only XML is comments,
if (containsNoTagsOtherThanComments)
{
// return the inner text so the comments are stripped
// (this is how one might comment out part of a list in a property value)
return node.InnerText;
}
// ...or it looks like the whole thing is a big CDATA tag ...
bool startsWithCData = (innerXml.IndexOf("<![CDATA[", StringComparison.Ordinal) == 0);
if (startsWithCData)
{
// return the inner text so it gets properly extracted from the CDATA
return node.InnerText;
}
// otherwise, it looks like genuine XML; return the inner XML so that
// tags and comments are preserved and any XML escaping is preserved
return innerXml;
}
/// <summary>
/// Figure out whether there are any XML tags, other than comment tags,
/// in the string.
/// </summary>
/// <remarks>
/// We know the string coming in is a valid XML fragment. (The project loaded after all.)
/// So for example we can ignore an open comment tag without a matching closing comment tag.
/// </remarks>
private static bool ContainsNoTagsOtherThanComments(string innerXml, int firstLessThan)
{
bool insideComment = false;
for (int i = firstLessThan; i < innerXml.Length; i++)
{
if (!insideComment)
{
// XML comments start with exactly "<!--"
if (i < innerXml.Length - 3
&& innerXml[i] == '<'
&& innerXml[i + 1] == '!'
&& innerXml[i + 2] == '-'
&& innerXml[i + 3] == '-')
{
// Found the start of a comment
insideComment = true;
i += 3;
continue;
}
}
if (!insideComment)
{
if (innerXml[i] == '<')
{
// Found a tag!
return false;
}
}
if (insideComment)
{
// XML comments end with exactly "-->"
if (i < innerXml.Length - 2
&& innerXml[i] == '-'
&& innerXml[i + 1] == '-'
&& innerXml[i + 2] == '>')
{
// Found the end of a comment
insideComment = false;
i += 2;
continue;
}
}
}
// Didn't find any tags, except possibly comments
return true;
}
// used to find the xmlns attribute
private static readonly Regex s_xmlnsPattern = new Regex("xmlns=\"[^\"]*\"\\s*");
/// <summary>
/// Removes the xmlns attribute from an XML string.
/// </summary>
/// <param name="xml">XML string to process.</param>
/// <returns>The modified XML string.</returns>
internal static string RemoveXmlNamespace(string xml)
{
return s_xmlnsPattern.Replace(xml, String.Empty);
}
/// <summary>
/// Creates a comma separated list of valid tools versions suitable for an error message.
/// </summary>
internal static string CreateToolsVersionListString(IEnumerable<Toolset> toolsets)
{
string toolsVersionList = String.Empty;
foreach (Toolset toolset in toolsets)
{
toolsVersionList += "\"" + toolset.ToolsVersion + "\", ";
}
// Remove trailing comma and space
if (toolsVersionList.Length > 0)
{
toolsVersionList = toolsVersionList.Substring(0, toolsVersionList.Length - 2);
}
return toolsVersionList;
}
/// <summary>
/// Figure out what ToolsVersion to use to actually build the project with.
/// </summary>
/// <param name="explicitToolsVersion">The user-specified ToolsVersion (through e.g. /tv: on the command line)</param>
/// <param name="toolsVersionFromProject">The ToolsVersion from the project file</param>
/// <param name="getToolset">Delegate used to test whether a toolset exists for a given ToolsVersion. May be null, in which
/// case we act as though that toolset existed.</param>
/// <param name="defaultToolsVersion">The default ToolsVersion</param>
/// <param name="usingDifferentToolsVersionFromProjectFile">true if the project file specifies an explicit toolsversion but a different one is chosen</param>
/// <returns>The ToolsVersion we should use to build this project. Should never be null.</returns>
internal static string GenerateToolsVersionToUse(string explicitToolsVersion, string toolsVersionFromProject, GetToolset getToolset, string defaultToolsVersion, out bool usingDifferentToolsVersionFromProjectFile)
{
string toolsVersionToUse = explicitToolsVersion;
// hosts may need to treat toolsversions later than the current one as the current one ... or may just
// want to treat all toolsversions as though they're the current one, so give them that ability
// through an environment variable
if (s_shouldTreatOtherToolsVersionsAsCurrent)
{
toolsVersionToUse = MSBuildConstants.CurrentToolsVersion;
}
else
{
if (s_shouldTreatHigherToolsVersionsAsCurrent)
{
if (Version.TryParse(toolsVersionFromProject, out var toolsVersionAsVersion))
{
// This is higher than the 'legacy' toolsversion values.
// Therefore we need to enter best effort mode and
// present the current one.
if (toolsVersionAsVersion > new Version(15, 0))
{
toolsVersionToUse = MSBuildConstants.CurrentToolsVersion;
}
}
}
// If ToolsVersion has not either been explicitly set or been overridden via one of the methods
// mentioned above
if (toolsVersionToUse == null)
{
// We want to generate the ToolsVersion based on the legacy behavior if EITHER:
// - the environment variable (MSBUILDLEGACYDEFAULTTOOLSVERSION) is set
// - the current ToolsVersion doesn't actually exist. This is extremely unlikely
// to happen normally, but may happen in checked-in toolset scenarios, in which
// case we want to make sure we're at least as tolerant as Dev11 was.
Toolset currentToolset = null;
if (getToolset != null)
{
currentToolset = getToolset(MSBuildConstants.CurrentToolsVersion);
}
// if we want to do the legacy behavior, act as we did through Dev11:
// - If project file defines a ToolsVersion that has a valid toolset associated with it, use that
// - Otherwise, if project file defines an invalid ToolsVersion, use the current ToolsVersion
// - Otherwise, if project file does not define a ToolsVersion, use the default ToolsVersion (must
// be "2.0" since 2.0 projects did not have a ToolsVersion field).
if (s_uselegacyDefaultToolsVersionBehavior || (getToolset != null && currentToolset == null))
{
if (!String.IsNullOrEmpty(toolsVersionFromProject))
{
toolsVersionToUse = toolsVersionFromProject;
// If we can tell that the toolset specified in the project is not present
// then we'll use the current version. Otherwise, we'll assume our caller
// knew what it was doing.
if (getToolset != null && getToolset(toolsVersionToUse) == null)
{
toolsVersionToUse = MSBuildConstants.CurrentToolsVersion;
}
}
else
{
toolsVersionToUse = defaultToolsVersion;
}
}
else
{
// Otherwise, first check to see if the default ToolsVersion has been set in the environment.
// Ideally we'll check to make sure it's a valid ToolsVersion, but if we don't have the ability
// to do so, we'll assume the person who set the environment variable knew what they were doing.
if (!String.IsNullOrEmpty(s_defaultToolsVersionFromEnvironment))
{
if (getToolset == null || getToolset(s_defaultToolsVersionFromEnvironment) != null)
{
toolsVersionToUse = s_defaultToolsVersionFromEnvironment;
}
}
// Otherwise, check to see if the override default toolsversion from the toolset works. Though
// it's attached to the Toolset, it's actually MSBuild version dependent, so any loaded Toolset
// should have the same one.
//
// And if that doesn't work, then just fall back to the current ToolsVersion.
if (toolsVersionToUse == null)
{
if (getToolset != null && currentToolset != null)
{
string defaultOverrideToolsVersion = currentToolset.DefaultOverrideToolsVersion;
if (!String.IsNullOrEmpty(defaultOverrideToolsVersion) && getToolset(defaultOverrideToolsVersion) != null)
{
toolsVersionToUse = defaultOverrideToolsVersion;
}
else
{
toolsVersionToUse = MSBuildConstants.CurrentToolsVersion;
}
}
else
{
toolsVersionToUse = MSBuildConstants.CurrentToolsVersion;
}
}
}
}
}
ErrorUtilities.VerifyThrow(!String.IsNullOrEmpty(toolsVersionToUse), "Should always return a ToolsVersion");
var explicitToolsVersionSpecified = explicitToolsVersion != null;
usingDifferentToolsVersionFromProjectFile = UsingDifferentToolsVersionFromProjectFile(toolsVersionFromProject, toolsVersionToUse, explicitToolsVersionSpecified);
return toolsVersionToUse;
}
private static bool UsingDifferentToolsVersionFromProjectFile(string toolsVersionFromProject, string toolsVersionToUse, bool explicitToolsVersionSpecified)
{
return !explicitToolsVersionSpecified &&
!String.IsNullOrEmpty(toolsVersionFromProject) &&
!String.Equals(toolsVersionFromProject, toolsVersionToUse, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Retrieves properties derived from the current
/// environment variables.
/// </summary>
internal static PropertyDictionary<ProjectPropertyInstance> GetEnvironmentProperties(bool makeReadOnly)
{
IDictionary<string, string> environmentVariablesBag = CommunicationsUtilities.GetEnvironmentVariables();
var envPropertiesHashSet = new RetrievableValuedEntryHashSet<ProjectPropertyInstance>(environmentVariablesBag.Count + 2, MSBuildNameIgnoreCaseComparer.Default);
// We set the MSBuildExtensionsPath variables here because we don't want to make them official
// reserved properties; we need the ability for people to override our default in their
// environment or as a global property.
#if !FEATURE_INSTALLED_MSBUILD
string extensionsPath = BuildEnvironmentHelper.Instance.CurrentMSBuildToolsDirectory;
string extensionsPath32 = extensionsPath;
#else
// "MSBuildExtensionsPath32". This points to whatever the value of "Program Files (x86)" environment variable is;
// but on a 32 bit box this isn't set, and we should use "Program Files" instead.
string programFiles32 = FrameworkLocationHelper.programFiles32;
string extensionsPath32 = NativeMethodsShared.IsWindows
? Path.Combine(programFiles32, ReservedPropertyNames.extensionsPathSuffix)
: programFiles32;
#endif
envPropertiesHashSet.Add(ProjectPropertyInstance.Create(ReservedPropertyNames.extensionsPath32, extensionsPath32, true));
#if !FEATURE_INSTALLED_MSBUILD
string extensionsPath64 = extensionsPath;
envPropertiesHashSet.Add(ProjectPropertyInstance.Create(ReservedPropertyNames.extensionsPath64, extensionsPath64, true));
#else
// "MSBuildExtensionsPath64". This points to whatever the value of "Program Files" environment variable is on a
// 64-bit machine, and is empty on a 32-bit machine.
if (FrameworkLocationHelper.programFiles64 != null)
{
// if ProgramFiles and ProgramFiles(x86) are the same, then this is a 32-bit box,
// so we only want to set MSBuildExtensionsPath64 if they're not
string extensionsPath64 = NativeMethodsShared.IsWindows
? Path.Combine(
FrameworkLocationHelper.programFiles64,
ReservedPropertyNames.extensionsPathSuffix)
: FrameworkLocationHelper.programFiles64;
envPropertiesHashSet.Add(ProjectPropertyInstance.Create(ReservedPropertyNames.extensionsPath64, extensionsPath64, true));
}
#endif
#if FEATURE_INSTALLED_MSBUILD
// MSBuildExtensionsPath: The way this used to work is that it would point to "Program Files\MSBuild" on both
// 32-bit and 64-bit machines. We have a switch to continue using that behavior; however the default is now for
// MSBuildExtensionsPath to always point to the same location as MSBuildExtensionsPath32.
bool useLegacyMSBuildExtensionsPathBehavior = !String.IsNullOrEmpty(Environment.GetEnvironmentVariable("MSBUILDLEGACYEXTENSIONSPATH"));
string programFiles = FrameworkLocationHelper.programFiles;
string extensionsPath;
if (useLegacyMSBuildExtensionsPathBehavior)
{
extensionsPath = Path.Combine(programFiles, ReservedPropertyNames.extensionsPathSuffix);
}
else
{
extensionsPath = extensionsPath32;
}
#endif
envPropertiesHashSet.Add(ProjectPropertyInstance.Create(ReservedPropertyNames.extensionsPath, extensionsPath, true));
// Windows XP and Windows Server 2003 don't define LocalAppData in their environment.
// We'll set it here if the environment doesn't have it so projects can reliably
// depend on $(LocalAppData).
string localAppData = String.Empty;
ProjectPropertyInstance localAppDataProp = envPropertiesHashSet.Get(ReservedPropertyNames.localAppData);
if (localAppDataProp != null)
{
localAppData = localAppDataProp.EvaluatedValue;
}
if (String.IsNullOrEmpty(localAppData))
{
localAppData = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
}
if (String.IsNullOrEmpty(localAppData))
{
localAppData = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData);
}
if (String.IsNullOrEmpty(localAppData))
{
localAppData = BuildEnvironmentHelper.Instance.CurrentMSBuildToolsDirectory;
}
envPropertiesHashSet.Add(ProjectPropertyInstance.Create(ReservedPropertyNames.localAppData, localAppData));
// Add MSBuildUserExtensionsPath at $(LocalAppData)\Microsoft\MSBuild
string userExtensionsPath = Path.Combine(localAppData, ReservedPropertyNames.userExtensionsPathSuffix);
envPropertiesHashSet.Add(ProjectPropertyInstance.Create(ReservedPropertyNames.userExtensionsPath, userExtensionsPath));
foreach (KeyValuePair<string, string> environmentVariable in environmentVariablesBag)
{
// We're going to just skip environment variables that contain names
// with characters we can't handle. There's no logger registered yet
// when this method is called, so we can't really log anything.
string environmentVariableName = environmentVariable.Key;
if (XmlUtilities.IsValidElementName(environmentVariableName) &&
!XMakeElements.ReservedItemNames.Contains(environmentVariableName) &&
!ReservedPropertyNames.IsReservedProperty(environmentVariableName))
{
ProjectPropertyInstance environmentProperty = ProjectPropertyInstance.Create(environmentVariableName, environmentVariable.Value);
envPropertiesHashSet.Add(environmentProperty);
}
else
{
// The name was invalid, so we just didn't add the environment variable.
// That's fine, continue for the next one.
}
}
if (makeReadOnly)
{
envPropertiesHashSet.MakeReadOnly();
}
var environmentProperties = new PropertyDictionary<ProjectPropertyInstance>(envPropertiesHashSet);
return environmentProperties;
}
/// <summary>
/// Extension to IEnumerable to get the count if it
/// can be quickly gotten, otherwise 0.
/// </summary>
public static int FastCountOrZero(this IEnumerable enumerable)
{
ICollection collection = enumerable as ICollection;
return collection?.Count ?? 0;
}
/// <summary>
/// Extension to IEnumerable of KVP of string, something to just return the somethings.
/// </summary>
public static IEnumerable<T> Values<T>(this IEnumerable<KeyValuePair<string, T>> source) where T : class, IKeyed
{
foreach (var entry in source)
{
yield return entry.Value;
}
}
public static IEnumerable<T> ToEnumerable<T>(this IEnumerator<T> enumerator)
{
while (enumerator.MoveNext())
{
yield return enumerator.Current;
}
}
public static T[] ToArray<T>(this IEnumerator<T> enumerator)
{
return enumerator.ToEnumerable().ToArray();
}
/// <summary>
/// Iterates through the nongeneric enumeration and provides generic strong-typed enumeration of properties.
/// </summary>
public static IEnumerable<PropertyData> EnumerateProperties(IEnumerable properties)
{
if (properties == null)
{
return [];
}
if (properties is PropertyDictionary<ProjectPropertyInstance> propertyInstanceDictionary)
{
return propertyInstanceDictionary.Enumerate();
}
else if (properties is PropertyDictionary<ProjectProperty> propertyDictionary)
{
return propertyDictionary.Enumerate();
}
else
{
return CastOneByOne(properties);
}
IEnumerable<PropertyData> CastOneByOne(IEnumerable props)
{
foreach (var item in props)
{
if (item is IProperty property && !string.IsNullOrEmpty(property.Name))
{
yield return new(property.Name, property.EvaluatedValue ?? string.Empty);
}
else if (item is DictionaryEntry dictionaryEntry && dictionaryEntry.Key is string key && !string.IsNullOrEmpty(key))
{
yield return new(key, dictionaryEntry.Value as string ?? string.Empty);
}
else if (item is KeyValuePair<string, string> kvp)
{
yield return new(kvp.Key, kvp.Value);
}
else if (item is KeyValuePair<string, TimeSpan> keyTimeSpanValue)
{
yield return new(keyTimeSpanValue.Key, keyTimeSpanValue.Value.Ticks.ToString());
}
else
{
if (item == null)
{
Debug.Fail($"In {nameof(EnumerateProperties)}(): Unexpected: property is null");
}
else
{
Debug.Fail($"In {nameof(EnumerateProperties)}(): Unexpected property {item} of type {item?.GetType().ToString()}");
}
}
}
}
}
/// <summary>
/// Iterates through the nongeneric enumeration and provides generic strong-typed callback to handle the properties.
/// </summary>
public static void EnumerateProperties<TArg>(IEnumerable properties, TArg arg, Action<TArg, KeyValuePair<string, string>> callback)
{
foreach (var tuple in EnumerateProperties(properties))
{
callback(arg, new KeyValuePair<string, string>(tuple.Name, tuple.Value));
}
}
/// <summary>
/// Enumerates the given nongeneric enumeration and tries to match or wrap appropriate item types.
/// </summary>
public static IEnumerable<ItemData> EnumerateItems(IEnumerable items)
{
// The actual type of the item data can be of types:
// * <see cref="ProjectItemInstance"/>
// * <see cref="ProjectItem"/>
// * <see cref="IItem"/>
// * <see cref="ITaskItem"/>
// * possibly others
// That's why we here wrap with ItemAccessor if needed
if (items == null)
{
return [];
}
if (items is ItemDictionary<ProjectItemInstance> projectItemInstanceDictionary)
{
return projectItemInstanceDictionary
.EnumerateItemsPerType()
.Select(t => t.itemValue.Select(itemValue => new ItemData(t.itemType, (IItemData)itemValue)))
.SelectMany(tpl => tpl);
}
else if (items is ItemDictionary<ProjectItem> projectItemDictionary)
{
return projectItemDictionary
.EnumerateItemsPerType()
.Select(t => t.itemValue.Select(itemValue => new ItemData(t.itemType, (IItemData)itemValue)))
.SelectMany(tpl => tpl);
}
else
{
return CastItemsOneByOne(items, null);
}
}
/// <summary>
/// Enumerates the given nongeneric enumeration and tries to match or wrap appropriate item types.
/// Only items with matching type (case insensitive, MSBuild valid names only) will be returned.
/// </summary>
public static IEnumerable<ItemData> EnumerateItemsOfType(IEnumerable items, string typeName)
{
if (items == null)
{
return [];
}
if (items is ItemDictionary<ProjectItemInstance> projectItemInstanceDictionary)
{
return
projectItemInstanceDictionary[typeName]
.Select(i => new ItemData(i.ItemType, (IItemData)i));
}
else if (items is ItemDictionary<ProjectItem> projectItemDictionary)
{
return
projectItemDictionary[typeName]
.Select(i => new ItemData(i.ItemType, (IItemData)i));
}
else
{
return CastItemsOneByOne(items, [typeName]);
}
}
/// <summary>
/// Enumerates the given nongeneric enumeration and tries to match or wrap appropriate item types.
/// Only items with matching type (case insensitive, MSBuild valid names only) will be returned.
/// </summary>
public static IEnumerable<ItemData> EnumerateItemsOfTypes(IEnumerable items, string[] typeNames)
{
if (items == null)
{
return [];
}
if (items is ItemDictionary<ProjectItemInstance> projectItemInstanceDictionary)
{
return typeNames.Select(typeName =>
projectItemInstanceDictionary[typeName]
.Select(i => new ItemData(i.ItemType, (IItemData)i)))
.SelectMany(j => j);
}
else if (items is ItemDictionary<ProjectItem> projectItemDictionary)
{
return typeNames.Select(typeName =>
projectItemDictionary[typeName]
.Select(i => new ItemData(i.ItemType, (IItemData)i)))
.SelectMany(j => j);
}
else
{
return CastItemsOneByOne(items, typeNames);
}
}
/// <summary>
/// Iterates through the nongeneric enumeration of items and provides generic strong-typed callback to handle the items.
/// </summary>
public static void EnumerateItems(IEnumerable items, Action<DictionaryEntry> callback)
{
foreach (var tuple in EnumerateItems(items))
{
callback(new DictionaryEntry(tuple.Type, tuple.Value));
}
}
/// <summary>
/// Enumerates the nongeneric items and attempts to cast them.
/// </summary>
/// <param name="items">Nongeneric list of items.</param>
/// <param name="itemTypeNamesToFetch">If not null, only the items with matching type (case insensitive, MSBuild valid names only) will be returned.</param>
/// <returns></returns>
private static IEnumerable<ItemData> CastItemsOneByOne(IEnumerable items, string[] itemTypeNamesToFetch)
{
foreach (var item in items)
{
string itemType = default;
object itemValue = null;
if (item is IItem iitem)
{
itemType = iitem.Key;
itemValue = iitem;
}
else if (item is DictionaryEntry dictionaryEntry)
{
itemType = dictionaryEntry.Key as string;
itemValue = dictionaryEntry.Value;
}
else
{
if (item == null)
{
Debug.Fail($"In {nameof(EnumerateItems)}(): Unexpected: {nameof(item)} is null");
}
else
{
Debug.Fail($"In {nameof(EnumerateItems)}(): Unexpected {nameof(item)} {item} of type {item?.GetType().ToString()}");
}
}
// if itemTypeNameToFetch was not set - then return all items
if (itemValue != null && (itemTypeNamesToFetch == null || itemTypeNamesToFetch.Any(tp => MSBuildNameIgnoreCaseComparer.Default.Equals(itemType, tp))))
{
// The ProjectEvaluationFinishedEventArgs.Items are currently assigned only in Evaluator.Evaluate()
// where the only types that can be assigned are ProjectItem or ProjectItemInstance
// However! NodePacketTranslator and BuildEventArgsReader might deserialize those as TaskItemData
// (see xml comments of TaskItemData for details)
yield return new ItemData(itemType!, itemValue);
}
}
}
}
}
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