update references to old warning IDs (#471)

This commit is contained in:
Jesse Plamondon-Willard 2018-04-14 20:33:43 -04:00
parent 1848abe7d5
commit 97120c6df2
5 changed files with 7 additions and 9 deletions

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@ -140,11 +140,11 @@ To enable it, add this above the first `</PropertyGroup>` in your `.csproj`:
The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example: The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
![](screenshots/code-analyzer-example.png) ![](screenshots/code-analyzer-example.png)
You can hide the warnings... You can hide the warnings using the warning ID (shown under 'code' in the Error List). See...
* [for specific code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-pragma-warning); * [for specific code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-pragma-warning);
* for a method using this attribute: * for a method using this attribute:
```cs ```cs
[System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "SMAPI001")] // implicit net field conversion [System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")]
``` ```
* for an entire project: * for an entire project:
1. Expand the _References_ node for the project in Visual Studio. 1. Expand the _References_ node for the project in Visual Studio.
@ -163,11 +163,11 @@ Stardew Valley uses net types (like `NetBool` and `NetInt`) to handle multiplaye
can implicitly convert to their equivalent normal values (like `bool x = new NetBool()`), but their can implicitly convert to their equivalent normal values (like `bool x = new NetBool()`), but their
conversion rules are unintuitive and error-prone. For example, conversion rules are unintuitive and error-prone. For example,
`item?.category == null && item?.category != null` can both be true at once, and `item?.category == null && item?.category != null` can both be true at once, and
`building.indoors != null` will be true for a null value in some cases. `building.indoors != null` can be true for a null value.
Suggested fix: Suggested fix:
* Some net fields have an equivalent non-net property like `monster.Health` (`int`) instead of * Some net fields have an equivalent non-net property like `monster.Health` (`int`) instead of
`monster.health` (`NetInt`). The package will add a separate [SMAPI002](#smapi002) warning for `monster.health` (`NetInt`). The package will add a separate [AvoidNetField](#avoid-net-field) warning for
these. Use the suggested property instead. these. Use the suggested property instead.
* For a reference type (i.e. one that can contain `null`), you can use the `.Value` property: * For a reference type (i.e. one that can contain `null`), you can use the `.Value` property:
```c# ```c#
@ -189,8 +189,8 @@ Suggested fix:
Warning text: Warning text:
> '{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead. > '{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
Your code accesses a net field, which has some unusual behavior (see [SMAPI001](#smapi001)). This Your code accesses a net field, which has some unusual behavior (see [AvoidImplicitNetFieldCast](#avoid-implicit-net-field-cast)).
field has an equivalent non-net property that avoids those issues. This field has an equivalent non-net property that avoids those issues.
Suggested fix: access the suggested property name instead. Suggested fix: access the suggested property name instead.

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@ -175,7 +175,6 @@ namespace StardewModdingAPI.ModBuildConfig.Analyzer
/// <param name="context">The analysis context.</param> /// <param name="context">The analysis context.</param>
public override void Initialize(AnalysisContext context) public override void Initialize(AnalysisContext context)
{ {
// SMAPI002: avoid net fields if possible
context.RegisterSyntaxNodeAction( context.RegisterSyntaxNodeAction(
this.AnalyzeMemberAccess, this.AnalyzeMemberAccess,
SyntaxKind.SimpleMemberAccessExpression, SyntaxKind.SimpleMemberAccessExpression,

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@ -56,7 +56,6 @@ namespace StardewModdingAPI.ModBuildConfig.Analyzer
/// <param name="context">The analysis context.</param> /// <param name="context">The analysis context.</param>
public override void Initialize(AnalysisContext context) public override void Initialize(AnalysisContext context)
{ {
// SMAPI003: avoid obsolete fields
context.RegisterSyntaxNodeAction( context.RegisterSyntaxNodeAction(
this.AnalyzeObsoleteFields, this.AnalyzeObsoleteFields,
SyntaxKind.SimpleMemberAccessExpression, SyntaxKind.SimpleMemberAccessExpression,

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@ -633,7 +633,7 @@ namespace StardewModdingAPI.Framework
[SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "SMAPI002", Justification = "copied from game code as-is")] [SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
private void DrawImpl(GameTime gameTime) private void DrawImpl(GameTime gameTime)
{ {
if (Game1.debugMode) if (Game1.debugMode)