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Track labels' module identifiers per game Create JsonToGamesDictionaryConverter
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using System; | ||
using System.Linq; | ||
using System.Collections; | ||
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using Newtonsoft.Json; | ||
using Newtonsoft.Json.Linq; | ||
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namespace CKAN | ||
{ | ||
/// <summary> | ||
/// A property converter for making an old property game-specific. | ||
/// Turns a String or Array value: | ||
/// | ||
/// "myProperty": "a value", | ||
/// "myOtherProperty": [ "another value" ], | ||
/// | ||
/// into a Dictionary with the game names as keys and the original | ||
/// value as each value: | ||
/// | ||
/// "myProperty": { | ||
/// "KSP": "a value", | ||
/// "KSP2": "a value" | ||
/// }, | ||
/// "myOtherProperty": { | ||
/// "KSP": [ "another value" ], | ||
/// "KSP2": [ "another value" ] | ||
/// }, | ||
/// | ||
/// NOTE: Do NOT use with Object values because they can't | ||
/// be distinguished from an already converted value, and will | ||
/// just be deserialized as-is into your Dictionary! | ||
/// | ||
/// If the value is an empty array: | ||
/// | ||
/// "myProperty": [], | ||
/// | ||
/// the Dictionary is left empty rather than creating multiple keys | ||
/// with empty values: | ||
/// | ||
/// "myProperty": {}, | ||
/// </summary> | ||
public class JsonToGamesDictionaryConverter : JsonConverter | ||
{ | ||
/// <summary> | ||
/// Turn a tree of JSON tokens into a dictionary | ||
/// </summary> | ||
/// <param name="reader">Object that provides tokens to be translated</param> | ||
/// <param name="objectType">The output type to be populated</param> | ||
/// <param name="existingValue">Not used</param> | ||
/// <param name="serializer">Generates output objects from tokens</param> | ||
/// <returns>Dictionary of type matching the property where this converter was used, containing game-specific keys and values</returns> | ||
public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer) | ||
{ | ||
var token = JToken.Load(reader); | ||
if (token.Type == JTokenType.Object) | ||
{ | ||
return token.ToObject(objectType); | ||
} | ||
var valueType = objectType.GetGenericArguments()[1]; | ||
var obj = (IDictionary)Activator.CreateInstance(objectType); | ||
if (!IsTokenEmpty(token)) | ||
{ | ||
foreach (var gameName in GameInstanceManager.AllGameShortNames()) | ||
{ | ||
// Make a new copy of the value for each game | ||
obj.Add(gameName, token.ToObject(valueType)); | ||
} | ||
} | ||
return obj; | ||
} | ||
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/// <summary> | ||
/// We don't want to make any changes during serialization | ||
/// </summary> | ||
public override bool CanWrite => false; | ||
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/// <summary> | ||
/// We don't want to make any changes during serialization | ||
/// </summary> | ||
/// <param name="writer">The object writing JSON to disk</param> | ||
/// <param name="value">A value to be written for this class</param> | ||
/// <param name="serializer">Generates output objects from tokens</param> | ||
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer) | ||
{ | ||
throw new NotImplementedException(); | ||
} | ||
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/// <summary> | ||
/// We *only* want to be triggered for types that have explicitly | ||
/// set an attribute in their class saying they can be converted. | ||
/// By returning false here, we declare we're not interested in participating | ||
/// in any other conversions. | ||
/// </summary> | ||
/// <returns> | ||
/// false | ||
/// </returns> | ||
public override bool CanConvert(Type object_type) => false; | ||
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private static bool IsTokenEmpty(JToken token) | ||
=> token.Type == JTokenType.Null | ||
|| (token.Type == JTokenType.Array && !token.HasValues); | ||
} | ||
} |
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