Merge pull request #108885 from aaronfranke/csharp-public-explicit

Use explicit public access modifier in C# code
This commit is contained in:
Thaddeus Crews 2025-11-04 19:48:17 -06:00
commit 98014e504e
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GPG key ID: 8C6E5FEB5FC03CCC
7 changed files with 19 additions and 19 deletions

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@ -4,7 +4,7 @@ namespace GodotTools.IdeMessaging
{ {
public interface IHandshake public interface IHandshake
{ {
string GetHandshakeLine(string identity); public string GetHandshakeLine(string identity);
bool IsValidPeerHandshake(string handshake, [NotNullWhen(true)] out string? identity, ILogger logger); public bool IsValidPeerHandshake(string handshake, [NotNullWhen(true)] out string? identity, ILogger logger);
} }
} }

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@ -4,10 +4,10 @@ namespace GodotTools.IdeMessaging
{ {
public interface ILogger public interface ILogger
{ {
void LogDebug(string message); public void LogDebug(string message);
void LogInfo(string message); public void LogInfo(string message);
void LogWarning(string message); public void LogWarning(string message);
void LogError(string message); public void LogError(string message);
void LogError(string message, Exception e); public void LogError(string message, Exception e);
} }
} }

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@ -4,6 +4,6 @@ namespace GodotTools.IdeMessaging
{ {
public interface IMessageHandler public interface IMessageHandler
{ {
Task<MessageContent> HandleRequest(Peer peer, string id, MessageContent content, ILogger logger); public Task<MessageContent> HandleRequest(Peer peer, string id, MessageContent content, ILogger logger);
} }
} }

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@ -281,13 +281,13 @@ namespace GodotTools.OpenVisualStudio
private interface IOleMessageFilter private interface IOleMessageFilter
{ {
[PreserveSig] [PreserveSig]
int HandleInComingCall(int dwCallType, IntPtr hTaskCaller, int dwTickCount, IntPtr lpInterfaceInfo); public int HandleInComingCall(int dwCallType, IntPtr hTaskCaller, int dwTickCount, IntPtr lpInterfaceInfo);
[PreserveSig] [PreserveSig]
int RetryRejectedCall(IntPtr hTaskCallee, int dwTickCount, int dwRejectType); public int RetryRejectedCall(IntPtr hTaskCallee, int dwTickCount, int dwRejectType);
[PreserveSig] [PreserveSig]
int MessagePending(IntPtr hTaskCallee, int dwTickCount, int dwPendingType); public int MessagePending(IntPtr hTaskCallee, int dwTickCount, int dwPendingType);
} }
#endregion #endregion

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@ -9,7 +9,7 @@ namespace Godot
/// Gets an Awaiter for this <see cref="IAwaitable"/>. /// Gets an Awaiter for this <see cref="IAwaitable"/>.
/// </summary> /// </summary>
/// <returns>An Awaiter.</returns> /// <returns>An Awaiter.</returns>
IAwaiter GetAwaiter(); public IAwaiter GetAwaiter();
} }
/// <summary> /// <summary>
@ -22,6 +22,6 @@ namespace Godot
/// Gets an Awaiter for this <see cref="IAwaitable{TResult}"/>. /// Gets an Awaiter for this <see cref="IAwaitable{TResult}"/>.
/// </summary> /// </summary>
/// <returns>An Awaiter.</returns> /// <returns>An Awaiter.</returns>
IAwaiter<TResult> GetAwaiter(); public IAwaiter<TResult> GetAwaiter();
} }
} }

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@ -10,12 +10,12 @@ namespace Godot
/// <summary> /// <summary>
/// The completion status of this <see cref="IAwaiter"/>. /// The completion status of this <see cref="IAwaiter"/>.
/// </summary> /// </summary>
bool IsCompleted { get; } public bool IsCompleted { get; }
/// <summary> /// <summary>
/// Gets the result of completion for this <see cref="IAwaiter"/>. /// Gets the result of completion for this <see cref="IAwaiter"/>.
/// </summary> /// </summary>
void GetResult(); public void GetResult();
} }
/// <summary> /// <summary>
@ -27,11 +27,11 @@ namespace Godot
/// <summary> /// <summary>
/// The completion status of this <see cref="IAwaiter{TResult}"/>. /// The completion status of this <see cref="IAwaiter{TResult}"/>.
/// </summary> /// </summary>
bool IsCompleted { get; } public bool IsCompleted { get; }
/// <summary> /// <summary>
/// Gets the result of completion for this <see cref="IAwaiter{TResult}"/>. /// Gets the result of completion for this <see cref="IAwaiter{TResult}"/>.
/// </summary> /// </summary>
TResult GetResult(); public TResult GetResult();
} }
} }

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@ -10,12 +10,12 @@ namespace Godot
/// Executed before serializing this instance's state when reloading assemblies. /// Executed before serializing this instance's state when reloading assemblies.
/// Clear any data that should not be serialized. /// Clear any data that should not be serialized.
/// </summary> /// </summary>
void OnBeforeSerialize(); public void OnBeforeSerialize();
/// <summary> /// <summary>
/// Executed after deserializing this instance's state after reloading assemblies. /// Executed after deserializing this instance's state after reloading assemblies.
/// Restore any state that has been lost. /// Restore any state that has been lost.
/// </summary> /// </summary>
void OnAfterDeserialize(); public void OnAfterDeserialize();
} }
} }