2022-06-04 06:15:45 +08:00
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// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
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#pragma once
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#include "Luau/Error.h"
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#include "Luau/Variant.h"
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#include "Luau/Constraint.h"
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#include "Luau/ConstraintSolverLogger.h"
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#include "Luau/TypeVar.h"
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#include <vector>
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namespace Luau
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{
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// TypeId, TypePackId, or Constraint*. It is impossible to know which, but we
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// never dereference this pointer.
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using BlockedConstraintId = const void*;
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struct ConstraintSolver
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{
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TypeArena* arena;
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InternalErrorReporter iceReporter;
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// The entire set of constraints that the solver is trying to resolve. It
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// is important to not add elements to this vector, lest the underlying
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// storage that we retain pointers to be mutated underneath us.
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const std::vector<NotNull<Constraint>> constraints;
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Scope2* rootScope;
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// This includes every constraint that has not been fully solved.
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// A constraint can be both blocked and unsolved, for instance.
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std::vector<NotNull<const Constraint>> unsolvedConstraints;
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// A mapping of constraint pointer to how many things the constraint is
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// blocked on. Can be empty or 0 for constraints that are not blocked on
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// anything.
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std::unordered_map<NotNull<const Constraint>, size_t> blockedConstraints;
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// A mapping of type/pack pointers to the constraints they block.
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std::unordered_map<BlockedConstraintId, std::vector<NotNull<const Constraint>>> blocked;
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ConstraintSolverLogger logger;
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explicit ConstraintSolver(TypeArena* arena, Scope2* rootScope);
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/**
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* Attempts to dispatch all pending constraints and reach a type solution
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* that satisfies all of the constraints.
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**/
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void run();
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bool done();
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bool tryDispatch(NotNull<const Constraint> c, bool force);
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bool tryDispatch(const SubtypeConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const PackSubtypeConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const GeneralizationConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const InstantiationConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const NameConstraint& c, NotNull<const Constraint> constraint);
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void block(NotNull<const Constraint> target, NotNull<const Constraint> constraint);
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/**
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* Block a constraint on the resolution of a TypeVar.
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* @returns false always. This is just to allow tryDispatch to return the result of block()
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*/
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bool block(TypeId target, NotNull<const Constraint> constraint);
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bool block(TypePackId target, NotNull<const Constraint> constraint);
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void unblock(NotNull<const Constraint> progressed);
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void unblock(TypeId progressed);
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void unblock(TypePackId progressed);
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/**
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* @returns true if the TypeId is in a blocked state.
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*/
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bool isBlocked(TypeId ty);
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/**
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* Returns whether the constraint is blocked on anything.
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* @param constraint the constraint to check.
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*/
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bool isBlocked(NotNull<const Constraint> constraint);
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/**
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* Creates a new Unifier and performs a single unification operation. Commits
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* the result.
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* @param subType the sub-type to unify.
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* @param superType the super-type to unify.
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*/
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void unify(TypeId subType, TypeId superType);
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/**
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* Creates a new Unifier and performs a single unification operation. Commits
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* the result.
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* @param subPack the sub-type pack to unify.
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* @param superPack the super-type pack to unify.
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*/
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void unify(TypePackId subPack, TypePackId superPack);
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private:
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/**
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* Marks a constraint as being blocked on a type or type pack. The constraint
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* solver will not attempt to dispatch blocked constraints until their
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* dependencies have made progress.
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* @param target the type or type pack pointer that the constraint is blocked on.
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* @param constraint the constraint to block.
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**/
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void block_(BlockedConstraintId target, NotNull<const Constraint> constraint);
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/**
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* Informs the solver that progress has been made on a type or type pack. The
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* solver will wake up all constraints that are blocked on the type or type pack,
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* and will resume attempting to dispatch them.
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* @param progressed the type or type pack pointer that has progressed.
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**/
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void unblock_(BlockedConstraintId progressed);
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};
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void dump(Scope2* rootScope, struct ToStringOptions& opts);
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} // namespace Luau
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