protected override void ExecuteCore()

in src/Tasks/Microsoft.NET.Build.Tasks/ProduceContentAssets.cs [122:191]


        protected override void ExecuteCore()
        {
            var preprocessorValues = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);

            // If a preprocessor directory isn't set, then we won't have a place to generate.
            if (!string.IsNullOrEmpty(ContentPreprocessorOutputDirectory))
            {
                // Assemble the preprocessor values up-front
                var duplicatedPreprocessorKeys = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
                foreach (var preprocessorValueItem in ContentPreprocessorValues ?? Enumerable.Empty<ITaskItem>())
                {
                    if (preprocessorValues.ContainsKey(preprocessorValueItem.ItemSpec))
                    {
                        duplicatedPreprocessorKeys.Add(preprocessorValueItem.ItemSpec);
                    }

                    preprocessorValues[preprocessorValueItem.ItemSpec] = preprocessorValueItem.GetMetadata("Value");
                }

                foreach (var duplicatedPreprocessorKey in duplicatedPreprocessorKeys)
                {
                    Log.LogWarning(Strings.DuplicatePreprocessorToken, duplicatedPreprocessorKey, preprocessorValues[duplicatedPreprocessorKey]);
                }

                AssetPreprocessor.ConfigurePreprocessor(ContentPreprocessorOutputDirectory, preprocessorValues);
            }

            var contentFileDeps = ContentFileDependencies ?? Enumerable.Empty<ITaskItem>();
            var contentFileGroups = contentFileDeps
                .Where(f => !ProduceOnlyPreprocessorFiles || IsPreprocessorFile(f))
                .GroupBy(t => t.GetMetadata(MetadataKeys.NuGetPackageId));
            foreach (var grouping in contentFileGroups)
            {
                // Is there an asset with our exact language? If so, we use that. Otherwise we'll simply collect "any" assets.
                string codeLanguageToSelect;

                if (string.IsNullOrEmpty(ProjectLanguage))
                {
                    codeLanguageToSelect = "any";
                }
                else
                {
                    string projectLanguage = NuGetUtils.GetLockFileLanguageName(ProjectLanguage);
                    if (grouping.Any(t => t.GetMetadata(MetadataKeys.CodeLanguage) == projectLanguage))
                    {
                        codeLanguageToSelect = projectLanguage;
                    }
                    else
                    {
                        codeLanguageToSelect = "any";
                    }
                }

                foreach (var contentFile in grouping)
                {
                    // Ignore magic _._ placeholder files. We couldn't ignore them during the project language
                    // selection, since you could imagine somebody might have a package that puts assets under
                    // "any" but then uses _._ to opt some languages out of it
                    if (NuGetUtils.IsPlaceholderFile(contentFile.ItemSpec))
                    {
                        continue;
                    }

                    if (contentFile.GetMetadata(MetadataKeys.CodeLanguage) == codeLanguageToSelect)
                    {
                        ProduceContentAsset(contentFile);
                    }
                }
            }
        }