UnrealBuildTool: Resolve IDE0008, IDE0049

#rnx

[CL 32687030 by joe kirchoff in ue5-main branch]
This commit is contained in:
joe kirchoff
2024-04-02 20:29:22 -04:00
parent a1dbac679f
commit 89805bc149
52 changed files with 189 additions and 189 deletions

View File

@@ -492,7 +492,7 @@ namespace UnrealBuildTool
public override string ToString()
{
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration, Architecture != null ? " " + Architecture : string.Empty);
return String.Format("{0} {1} {2}", ProjectTarget, Platform, Configuration, Architecture != null ? " " + Architecture : String.Empty);
}
}
@@ -614,7 +614,7 @@ namespace UnrealBuildTool
{
Arguments.Add("/Zc:enumTypes");
}
return string.Join(' ', Arguments);
return String.Join(' ', Arguments);
}
return String.Empty;
}
@@ -688,7 +688,7 @@ namespace UnrealBuildTool
continue;
}
var AddProjectAndTargetCombination = (UnrealArch? Arch) =>
Action<UnrealArch?> AddProjectAndTargetCombination = (UnrealArch? Arch) =>
{
PlatformProjectGenerator? PlatformProjectGenerator = PlatformProjectGenerators.GetPlatformProjectGenerator(Platform, bInAllowFailure: true);
string ProjectPlatformName;
@@ -722,7 +722,7 @@ namespace UnrealBuildTool
if (CreateDistinctConfigName)
{
ProjectConfigurationName = string.Format("{0}{1}_{2}", Platform.ToString(), Arch != null ? "_" + Arch.ToString() : string.Empty, Configuration.ToString());
ProjectConfigurationName = String.Format("{0}{1}_{2}", Platform.ToString(), Arch != null ? "_" + Arch.ToString() : String.Empty, Configuration.ToString());
}
TargetType TargetConfigurationType = ProjectTarget.TargetRules!.Type;
@@ -1324,8 +1324,8 @@ namespace UnrealBuildTool
}
// Check to see if all the source settings are the same
string CommonForcedIncludes = string.Empty;
string CommonAdditionalOptions = string.Empty;
string CommonForcedIncludes = String.Empty;
string CommonAdditionalOptions = String.Empty;
{
if (DirectoryToForceIncludePaths.Any())
{
@@ -1342,7 +1342,7 @@ namespace UnrealBuildTool
string? PchFileToCheck = DirectoryToPchFile.Values.FirstOrDefault();
if (DirectoryToPchFile.Values.All(x => x == PchFileToCheck))
{
if (!string.IsNullOrEmpty(PchFileToCheck))
if (!String.IsNullOrEmpty(PchFileToCheck))
{
CommonAdditionalOptions = $"/Yu\"{PchFileToCheck}\"";
}
@@ -1361,12 +1361,12 @@ namespace UnrealBuildTool
VCPreprocessorDefinitions.Append(CurDef);
}
var GetAdditionalOptionsString = (TargetRules? TargetRules) =>
Func<TargetRules?, string> GetAdditionalOptionsString = (TargetRules? TargetRules) =>
{
return string.Format("{0} {1}{2}{3}", GetCppStandardCompileArgument(GetIntelliSenseCppVersion()),
return String.Format("{0} {1}{2}{3}", GetCppStandardCompileArgument(GetIntelliSenseCppVersion()),
GetEnableCoroutinesArgument(),
DefaultRules != null ? (" " + GetConformanceCompileArguments(DefaultRules)) : string.Empty,
CommonAdditionalOptions.Length > 0 ? (" " + CommonAdditionalOptions) : string.Empty);
DefaultRules != null ? (" " + GetConformanceCompileArguments(DefaultRules)) : String.Empty,
CommonAdditionalOptions.Length > 0 ? (" " + CommonAdditionalOptions) : String.Empty);
};
string DefaultAdditionalOptions = GetAdditionalOptionsString(DefaultRules);
@@ -1377,7 +1377,7 @@ namespace UnrealBuildTool
// this data uniquely for each target configuration. IntelliSense may behave better if we did that, but it will result in a LOT more
// data being stored into the project file, and might make the IDE perform worse when switching configurations!
VCProjectFileContent.AppendLine(" <PropertyGroup>");
VCProjectFileContent.AppendLine(" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions){0}</NMakePreprocessorDefinitions>", (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : string.Empty));
VCProjectFileContent.AppendLine(" <NMakePreprocessorDefinitions>$(NMakePreprocessorDefinitions){0}</NMakePreprocessorDefinitions>", (VCPreprocessorDefinitions.Length > 0 ? (";" + VCPreprocessorDefinitions) : String.Empty));
// NOTE: Setting the IncludePath property rather than NMakeIncludeSearchPath results in significantly less
// memory usage, because NMakeIncludeSearchPath metadata is duplicated to each output item. Functionality should be identical for
// intellisense results.
@@ -1421,7 +1421,7 @@ namespace UnrealBuildTool
{
StringBuilder CommonProjectFileContent = new StringBuilder();
var AddProperties = (IDictionary<DirectoryReference, string> DirectoryToStringDict, string CommonPropertyPrefix, string PropertyNamePrefix, string PropertyValuePrefix) =>
Action<IDictionary<DirectoryReference, string>, string, string, string> AddProperties = (IDictionary<DirectoryReference, string> DirectoryToStringDict, string CommonPropertyPrefix, string PropertyNamePrefix, string PropertyValuePrefix) =>
{
Dictionary<string, string> UpdatedValues = new();
List<KeyValuePair<DirectoryReference, string>> KVPList = DirectoryToStringDict.ToList();
@@ -1454,7 +1454,7 @@ namespace UnrealBuildTool
Dictionary<string, string> ValueToCommonPropertyDict = new();
{
Dictionary<string, int> ValueAndCount = new();
foreach (var PropertyValue in UpdatedValues.Keys)
foreach (string PropertyValue in UpdatedValues.Keys)
{
if (!String.IsNullOrEmpty(PropertyValue))
{
@@ -1473,12 +1473,12 @@ namespace UnrealBuildTool
}
}
var CommonProperties = ValueAndCount.Where(kvp => kvp.Value > 1).Select(kvp => kvp.Key).ToList();
List<string> CommonProperties = ValueAndCount.Where(kvp => kvp.Value > 1).Select(kvp => kvp.Key).ToList();
CommonProperties.Sort();
// Write out the common property values
int CommonPropertyValueIndex = 0;
foreach (var CommonProperty in CommonProperties)
foreach (string? CommonProperty in CommonProperties)
{
string PropertyName = CommonPropertyPrefix;
if (CommonPropertyValueIndex > 0)
@@ -1594,12 +1594,12 @@ namespace UnrealBuildTool
if (TryGetBuildEnvironment(Directory, out BuildEnvironment? BuildEnvironment))
{
StringBuilder ClCompileInfo = new();
if (DirectoryToIncludeSearchPaths.TryGetValue(Directory, out string? DirectoryToIncludeSearchPathValue) && !string.IsNullOrEmpty(DirectoryToIncludeSearchPathValue))
if (DirectoryToIncludeSearchPaths.TryGetValue(Directory, out string? DirectoryToIncludeSearchPathValue) && !String.IsNullOrEmpty(DirectoryToIncludeSearchPathValue))
{
ClCompileInfo.AppendLine($" <AdditionalIncludeDirectories>$({DirectoryToIncludeSearchPathValue})</AdditionalIncludeDirectories>");
}
if (DirectoryToForceIncludePaths.TryGetValue(Directory, out string? DirectoryToForceIncludePathValue) && !string.IsNullOrEmpty(DirectoryToForceIncludePathValue))
if (DirectoryToForceIncludePaths.TryGetValue(Directory, out string? DirectoryToForceIncludePathValue) && !String.IsNullOrEmpty(DirectoryToForceIncludePathValue))
{
ClCompileInfo.AppendLine($" <ForcedIncludeFiles>$({DirectoryToForceIncludePathValue})</ForcedIncludeFiles>");
}
@@ -1871,10 +1871,10 @@ namespace UnrealBuildTool
// Check if <PropertyGroup> with same "Condition" attribute already exist in the current document.
// If yes, update required properties in existing <PropertyGroup> but preserve any other property in current document order.
if (CurrentPropertyGroups.TryGetValue(Attribute, out var CurrentPropertyGroup))
if (CurrentPropertyGroups.TryGetValue(Attribute, out XElement? CurrentPropertyGroup))
{
// Preserve values from current document for relevant properties by patching corresponding properties in new document.
var ElementsToPreserveValuesFrom = CurrentPropertyGroup
IEnumerable<XElement> ElementsToPreserveValuesFrom = CurrentPropertyGroup
.Elements()
.Where(Element => UserFileSettings.PropertiesToPatchOrderButPreserveValue.Contains(Element.Name.LocalName));
foreach (XElement CurrentElement in ElementsToPreserveValuesFrom)