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3b0e93bec9
# What's changed? Add program argument passing to scripts run using the Luau REPL! You can now pass `--program-args` (or shorthand `-a`) to the REPL which will treat all remaining arguments as arguments to pass to executed scripts. These values can be accessed through variadic argument expansion. You can read these values like so: ``` local args = {...} -- gets you an array of all the arguments ``` For example if we run the following script like `luau test.lua -a test1 test2 test3`: ``` -- test.lua print(...) ``` you should get the output: ``` test1 test2 test3 ``` ### Native Code Generation * Improve A64 lowering for vector operations by using vector instructions * Fix lowering issue in IR value location tracking! - A developer reported a divergence between code run in the VM and Native Code Generation which we have now fixed ### New Type Solver * Apply substitution to type families, and emit new constraints to reduce those further * More progress on reducing comparison (`lt/le`)type families * Resolve two major sources of cyclic types in the new solver ### Miscellaneous * Turned internal compiler errors (ICE's) into warnings and errors ------- Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: David Cope <dcope@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
95 lines
3.2 KiB
C++
95 lines
3.2 KiB
C++
// 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/DenseHash.h"
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#include "Luau/NotNull.h"
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#include "Luau/TypePairHash.h"
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#include "Luau/TypeCheckLimits.h"
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#include "Luau/TypeFwd.h"
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#include <optional>
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#include <vector>
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#include <utility>
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namespace Luau
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{
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struct InternalErrorReporter;
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struct Scope;
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struct TypeArena;
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enum class OccursCheckResult
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{
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Pass,
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Fail
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};
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struct Unifier2
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{
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NotNull<TypeArena> arena;
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NotNull<BuiltinTypes> builtinTypes;
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NotNull<Scope> scope;
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NotNull<InternalErrorReporter> ice;
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TypeCheckLimits limits;
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DenseHashSet<std::pair<TypeId, TypeId>, TypePairHash> seenTypePairings{{nullptr, nullptr}};
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DenseHashSet<std::pair<TypePackId, TypePackId>, TypePairHash> seenTypePackPairings{{nullptr, nullptr}};
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DenseHashMap<TypeId, std::vector<TypeId>> expandedFreeTypes{nullptr};
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// Mapping from generic types to free types to be used in instantiation.
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DenseHashMap<TypeId, TypeId> genericSubstitutions{nullptr};
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// Mapping from generic type packs to `TypePack`s of free types to be used in instantiation.
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DenseHashMap<TypePackId, TypePackId> genericPackSubstitutions{nullptr};
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int recursionCount = 0;
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int recursionLimit = 0;
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Unifier2(NotNull<TypeArena> arena, NotNull<BuiltinTypes> builtinTypes, NotNull<Scope> scope, NotNull<InternalErrorReporter> ice);
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/** Attempt to commit the subtype relation subTy <: superTy to the type
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* graph.
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*
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* @returns true if successful.
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*
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* Note that incoherent types can and will successfully be unified. We stop
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* when we *cannot know* how to relate the provided types, not when doing so
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* would narrow something down to never or broaden it to unknown.
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*
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* Presently, the only way unification can fail is if we attempt to bind one
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* free TypePack to another and encounter an occurs check violation.
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*/
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bool unify(TypeId subTy, TypeId superTy);
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bool unify(const LocalType* subTy, TypeId superFn);
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bool unify(TypeId subTy, const FunctionType* superFn);
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bool unify(const UnionType* subUnion, TypeId superTy);
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bool unify(TypeId subTy, const UnionType* superUnion);
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bool unify(const IntersectionType* subIntersection, TypeId superTy);
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bool unify(TypeId subTy, const IntersectionType* superIntersection);
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bool unify(TableType* subTable, const TableType* superTable);
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bool unify(const MetatableType* subMetatable, const MetatableType* superMetatable);
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// TODO think about this one carefully. We don't do unions or intersections of type packs
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bool unify(TypePackId subTp, TypePackId superTp);
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std::optional<TypeId> generalize(TypeId ty);
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private:
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/**
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* @returns simplify(left | right)
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*/
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TypeId mkUnion(TypeId left, TypeId right);
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/**
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* @returns simplify(left & right)
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*/
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TypeId mkIntersection(TypeId left, TypeId right);
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// Returns true if needle occurs within haystack already. ie if we bound
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// needle to haystack, would a cyclic TypePack result?
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OccursCheckResult occursCheck(DenseHashSet<TypePackId>& seen, TypePackId needle, TypePackId haystack);
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};
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} // namespace Luau
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