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311 lines
11 KiB
C++
311 lines
11 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/Config.h"
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#include "Luau/GlobalTypes.h"
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#include "Luau/Module.h"
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#include "Luau/ModuleResolver.h"
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#include "Luau/RequireTracer.h"
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#include "Luau/Scope.h"
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#include "Luau/TypeCheckLimits.h"
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#include "Luau/Variant.h"
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#include "Luau/AnyTypeSummary.h"
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#include <mutex>
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#include <string>
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#include <vector>
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#include <optional>
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namespace Luau
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{
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class AstStat;
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class ParseError;
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struct Frontend;
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struct TypeError;
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struct LintWarning;
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struct GlobalTypes;
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struct TypeChecker;
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struct FileResolver;
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struct ModuleResolver;
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struct ParseResult;
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struct HotComment;
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struct BuildQueueItem;
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struct FrontendCancellationToken;
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struct AnyTypeSummary;
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struct LoadDefinitionFileResult
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{
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bool success;
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ParseResult parseResult;
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SourceModule sourceModule;
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ModulePtr module;
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};
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std::optional<Mode> parseMode(const std::vector<HotComment>& hotcomments);
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std::vector<std::string_view> parsePathExpr(const AstExpr& pathExpr);
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// Exported only for convenient testing.
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std::optional<ModuleName> pathExprToModuleName(const ModuleName& currentModuleName, const std::vector<std::string_view>& expr);
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/** Try to convert an AST fragment into a ModuleName.
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* Returns std::nullopt if the expression cannot be resolved. This will most likely happen in cases where
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* the import path involves some dynamic computation that we cannot see into at typechecking time.
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*
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* Unintuitively, weirdly-formulated modules (like game.Parent.Parent.Parent.Foo) will successfully produce a ModuleName
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* as long as it falls within the permitted syntax. This is ok because we will fail to find the module and produce an
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* error when we try during typechecking.
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*/
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std::optional<ModuleName> pathExprToModuleName(const ModuleName& currentModuleName, const AstExpr& expr);
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struct SourceNode
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{
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bool hasDirtySourceModule() const
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{
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return dirtySourceModule;
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}
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bool hasDirtyModule(bool forAutocomplete) const
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{
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return forAutocomplete ? dirtyModuleForAutocomplete : dirtyModule;
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}
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ModuleName name;
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std::string humanReadableName;
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DenseHashSet<ModuleName> requireSet{{}};
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std::vector<std::pair<ModuleName, Location>> requireLocations;
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bool dirtySourceModule = true;
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bool dirtyModule = true;
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bool dirtyModuleForAutocomplete = true;
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double autocompleteLimitsMult = 1.0;
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};
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struct FrontendOptions
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{
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// When true, we retain full type information about every term in the AST.
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// Setting this to false cuts back on RAM and is a good idea for batch
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// jobs where the type graph is not deeply inspected after typechecking
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// is complete.
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bool retainFullTypeGraphs = false;
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// Run typechecking only in mode required for autocomplete (strict mode in
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// order to get more precise type information)
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bool forAutocomplete = false;
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bool runLintChecks = false;
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// If not empty, randomly shuffle the constraint set before attempting to
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// solve. Use this value to seed the random number generator.
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std::optional<unsigned> randomizeConstraintResolutionSeed;
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std::optional<LintOptions> enabledLintWarnings;
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std::shared_ptr<FrontendCancellationToken> cancellationToken;
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// Time limit for typechecking a single module
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std::optional<double> moduleTimeLimitSec;
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// When true, some internal complexity limits will be scaled down for modules that miss the limit set by moduleTimeLimitSec
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bool applyInternalLimitScaling = false;
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// An optional callback which is called for every *dirty* module was checked
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// Is multi-threaded typechecking is used, this callback might be called from multiple threads and has to be thread-safe
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std::function<void(const SourceModule& sourceModule, const Luau::Module& module)> customModuleCheck;
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};
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struct CheckResult
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{
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std::vector<TypeError> errors;
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LintResult lintResult;
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std::vector<ModuleName> timeoutHits;
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};
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struct FrontendModuleResolver : ModuleResolver
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{
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FrontendModuleResolver(Frontend* frontend);
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const ModulePtr getModule(const ModuleName& moduleName) const override;
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bool moduleExists(const ModuleName& moduleName) const override;
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std::optional<ModuleInfo> resolveModuleInfo(const ModuleName& currentModuleName, const AstExpr& pathExpr) override;
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std::string getHumanReadableModuleName(const ModuleName& moduleName) const override;
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void setModule(const ModuleName& moduleName, ModulePtr module);
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void clearModules();
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private:
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Frontend* frontend;
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mutable std::mutex moduleMutex;
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std::unordered_map<ModuleName, ModulePtr> modules;
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};
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struct Frontend
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{
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struct Stats
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{
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size_t files = 0;
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size_t lines = 0;
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size_t filesStrict = 0;
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size_t filesNonstrict = 0;
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double timeRead = 0;
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double timeParse = 0;
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double timeCheck = 0;
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double timeLint = 0;
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};
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Frontend(FileResolver* fileResolver, ConfigResolver* configResolver, const FrontendOptions& options = {});
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// Parse module graph and prepare SourceNode/SourceModule data, including required dependencies without running typechecking
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void parse(const ModuleName& name);
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// Parse and typecheck module graph
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CheckResult check(const ModuleName& name, std::optional<FrontendOptions> optionOverride = {}); // new shininess
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bool isDirty(const ModuleName& name, bool forAutocomplete = false) const;
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void markDirty(const ModuleName& name, std::vector<ModuleName>* markedDirty = nullptr);
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/** Borrow a pointer into the SourceModule cache.
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*
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* Returns nullptr if we don't have it. This could mean that the script
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* doesn't exist, or simply that its contents have changed since the previous
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* check, in which case we do not have its AST.
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*
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* IMPORTANT: this pointer is only valid until the next call to markDirty. Do not retain it.
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*/
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SourceModule* getSourceModule(const ModuleName& name);
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const SourceModule* getSourceModule(const ModuleName& name) const;
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void clearStats();
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void clear();
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ScopePtr addEnvironment(const std::string& environmentName);
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ScopePtr getEnvironmentScope(const std::string& environmentName) const;
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void registerBuiltinDefinition(const std::string& name, std::function<void(Frontend&, GlobalTypes&, ScopePtr)>);
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void applyBuiltinDefinitionToEnvironment(const std::string& environmentName, const std::string& definitionName);
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LoadDefinitionFileResult loadDefinitionFile(
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GlobalTypes& globals,
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ScopePtr targetScope,
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std::string_view source,
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const std::string& packageName,
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bool captureComments,
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bool typeCheckForAutocomplete = false
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);
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// Batch module checking. Queue modules and check them together, retrieve results with 'getCheckResult'
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// If provided, 'executeTask' function is allowed to call the 'task' function on any thread and return without waiting for 'task' to complete
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void queueModuleCheck(const std::vector<ModuleName>& names);
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void queueModuleCheck(const ModuleName& name);
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std::vector<ModuleName> checkQueuedModules(
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std::optional<FrontendOptions> optionOverride = {},
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std::function<void(std::function<void()> task)> executeTask = {},
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std::function<bool(size_t done, size_t total)> progress = {}
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);
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std::optional<CheckResult> getCheckResult(const ModuleName& name, bool accumulateNested, bool forAutocomplete = false);
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private:
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ModulePtr check(
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const SourceModule& sourceModule,
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Mode mode,
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std::vector<RequireCycle> requireCycles,
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std::optional<ScopePtr> environmentScope,
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bool forAutocomplete,
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bool recordJsonLog,
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TypeCheckLimits typeCheckLimits
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);
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std::pair<SourceNode*, SourceModule*> getSourceNode(const ModuleName& name);
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SourceModule parse(const ModuleName& name, std::string_view src, const ParseOptions& parseOptions);
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bool parseGraph(
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std::vector<ModuleName>& buildQueue,
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const ModuleName& root,
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bool forAutocomplete,
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std::function<bool(const ModuleName&)> canSkip = {}
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);
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void addBuildQueueItems(
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std::vector<BuildQueueItem>& items,
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std::vector<ModuleName>& buildQueue,
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bool cycleDetected,
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DenseHashSet<Luau::ModuleName>& seen,
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const FrontendOptions& frontendOptions
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);
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void checkBuildQueueItem(BuildQueueItem& item);
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void checkBuildQueueItems(std::vector<BuildQueueItem>& items);
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void recordItemResult(const BuildQueueItem& item);
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static LintResult classifyLints(const std::vector<LintWarning>& warnings, const Config& config);
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ScopePtr getModuleEnvironment(const SourceModule& module, const Config& config, bool forAutocomplete) const;
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std::unordered_map<std::string, ScopePtr> environments;
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std::unordered_map<std::string, std::function<void(Frontend&, GlobalTypes&, ScopePtr)>> builtinDefinitions;
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BuiltinTypes builtinTypes_;
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public:
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const NotNull<BuiltinTypes> builtinTypes;
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FileResolver* fileResolver;
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FrontendModuleResolver moduleResolver;
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FrontendModuleResolver moduleResolverForAutocomplete;
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GlobalTypes globals;
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GlobalTypes globalsForAutocomplete;
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ConfigResolver* configResolver;
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FrontendOptions options;
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InternalErrorReporter iceHandler;
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std::function<void(const ModuleName& name, const ScopePtr& scope, bool forAutocomplete)> prepareModuleScope;
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std::function<void(const ModuleName& name, std::string log)> writeJsonLog = {};
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std::unordered_map<ModuleName, std::shared_ptr<SourceNode>> sourceNodes;
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std::unordered_map<ModuleName, std::shared_ptr<SourceModule>> sourceModules;
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std::unordered_map<ModuleName, RequireTraceResult> requireTrace;
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Stats stats = {};
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std::vector<ModuleName> moduleQueue;
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};
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ModulePtr check(
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const SourceModule& sourceModule,
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Mode mode,
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const std::vector<RequireCycle>& requireCycles,
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NotNull<BuiltinTypes> builtinTypes,
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NotNull<InternalErrorReporter> iceHandler,
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NotNull<ModuleResolver> moduleResolver,
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NotNull<FileResolver> fileResolver,
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const ScopePtr& globalScope,
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std::function<void(const ModuleName&, const ScopePtr&)> prepareModuleScope,
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FrontendOptions options,
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TypeCheckLimits limits
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);
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ModulePtr check(
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const SourceModule& sourceModule,
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Mode mode,
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const std::vector<RequireCycle>& requireCycles,
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NotNull<BuiltinTypes> builtinTypes,
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NotNull<InternalErrorReporter> iceHandler,
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NotNull<ModuleResolver> moduleResolver,
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NotNull<FileResolver> fileResolver,
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const ScopePtr& globalScope,
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std::function<void(const ModuleName&, const ScopePtr&)> prepareModuleScope,
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FrontendOptions options,
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TypeCheckLimits limits,
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bool recordJsonLog,
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std::function<void(const ModuleName&, std::string)> writeJsonLog
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);
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} // namespace Luau
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