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https://github.com/luau-lang/luau.git
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ff502f0943
# What's changed? * Fix up the `std::iterator_traits` definitions for some Luau data structures. * Replace some of the usages of `std::unordered_set` and `std::unordered_map` with Luau-provided data structures to increase performance and reduce overall number of heap allocations. * Update some of the documentation links in comments throughout the codebase to correctly point to the moved repository. * Expanded JSON encoder for AST to support singleton types. * Fixed a bug in `luau-analyze` where exceptions in the last module being checked during multithreaded analysis would not be rethrown. ### New type solver * Introduce a `refine` type family to handle deferred refinements during type inference, replacing the old `RefineConstraint`. * Continued work on the implementation of type states, fixing some known bugs/blockers. * Added support for variadic functions in new non-strict mode, enabling broader support for builtins and the Roblox API. ### Internal Contributors 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: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Vighnesh <vvijay@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>
272 lines
7.2 KiB
C++
272 lines
7.2 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/Ast.h" // Used for some of the enumerations
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#include "Luau/DenseHash.h"
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#include "Luau/NotNull.h"
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#include "Luau/Variant.h"
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#include "Luau/TypeFwd.h"
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#include <string>
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#include <memory>
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#include <vector>
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namespace Luau
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{
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struct Scope;
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// subType <: superType
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struct SubtypeConstraint
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{
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TypeId subType;
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TypeId superType;
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};
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// subPack <: superPack
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struct PackSubtypeConstraint
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{
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TypePackId subPack;
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TypePackId superPack;
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// HACK!! TODO clip.
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// We need to know which of `PackSubtypeConstraint` are emitted from `AstStatReturn` vs any others.
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// Then we force these specific `PackSubtypeConstraint` to only dispatch in the order of the `return`s.
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bool returns = false;
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};
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// generalizedType ~ gen sourceType
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struct GeneralizationConstraint
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{
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TypeId generalizedType;
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TypeId sourceType;
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};
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// subType ~ inst superType
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struct InstantiationConstraint
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{
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TypeId subType;
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TypeId superType;
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};
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// variables ~ iterate iterator
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// Unpack the iterator, figure out what types it iterates over, and bind those types to variables.
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struct IterableConstraint
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{
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TypePackId iterator;
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TypePackId variables;
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const AstNode* nextAstFragment;
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DenseHashMap<const AstNode*, TypeId>* astForInNextTypes;
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};
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// name(namedType) = name
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struct NameConstraint
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{
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TypeId namedType;
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std::string name;
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bool synthetic = false;
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std::vector<TypeId> typeParameters;
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std::vector<TypePackId> typePackParameters;
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};
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// target ~ inst target
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struct TypeAliasExpansionConstraint
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{
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// Must be a PendingExpansionType.
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TypeId target;
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};
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struct FunctionCallConstraint
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{
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TypeId fn;
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TypePackId argsPack;
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TypePackId result;
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class AstExprCall* callSite = nullptr;
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std::vector<std::optional<TypeId>> discriminantTypes;
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// When we dispatch this constraint, we update the key at this map to record
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// the overload that we selected.
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DenseHashMap<const AstNode*, TypeId>* astOverloadResolvedTypes = nullptr;
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};
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// result ~ prim ExpectedType SomeSingletonType MultitonType
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//
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// If ExpectedType is potentially a singleton (an actual singleton or a union
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// that contains a singleton), then result ~ SomeSingletonType
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//
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// else result ~ MultitonType
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struct PrimitiveTypeConstraint
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{
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TypeId resultType;
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TypeId expectedType;
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TypeId singletonType;
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TypeId multitonType;
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};
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// result ~ hasProp type "prop_name"
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//
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// If the subject is a table, bind the result to the named prop. If the table
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// has an indexer, bind it to the index result type. If the subject is a union,
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// bind the result to the union of its constituents' properties.
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//
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// It would be nice to get rid of this constraint and someday replace it with
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//
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// T <: {p: X}
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//
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// Where {} describes an inexact shape type.
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struct HasPropConstraint
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{
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TypeId resultType;
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TypeId subjectType;
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std::string prop;
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// HACK: We presently need types like true|false or string|"hello" when
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// deciding whether a particular literal expression should have a singleton
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// type. This boolean is set to true when extracting the property type of a
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// value that may be a union of tables.
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//
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// For example, in the following code fragment, we want the lookup of the
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// success property to yield true|false when extracting an expectedType in
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// this expression:
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//
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// type Result<T, E> = {success:true, result: T} | {success:false, error: E}
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//
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// local r: Result<number, string> = {success=true, result=9}
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//
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// If we naively simplify the expectedType to boolean, we will erroneously
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// compute the type boolean for the success property of the table literal.
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// This causes type checking to fail.
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bool suppressSimplification = false;
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};
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// result ~ setProp subjectType ["prop", "prop2", ...] propType
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//
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// If the subject is a table or table-like thing that already has the named
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// property chain, we unify propType with that existing property type.
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//
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// If the subject is a free table, we augment it in place.
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//
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// If the subject is an unsealed table, result is an augmented table that
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// includes that new prop.
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struct SetPropConstraint
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{
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TypeId resultType;
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TypeId subjectType;
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std::vector<std::string> path;
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TypeId propType;
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};
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// result ~ setIndexer subjectType indexType propType
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//
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// If the subject is a table or table-like thing that already has an indexer,
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// unify its indexType and propType with those from this constraint.
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//
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// If the table is a free or unsealed table, we augment it with a new indexer.
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struct SetIndexerConstraint
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{
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TypeId resultType;
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TypeId subjectType;
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TypeId indexType;
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TypeId propType;
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};
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// if negation:
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// result ~ if isSingleton D then ~D else unknown where D = discriminantType
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// if not negation:
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// result ~ if isSingleton D then D else unknown where D = discriminantType
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struct SingletonOrTopTypeConstraint
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{
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TypeId resultType;
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TypeId discriminantType;
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bool negated;
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};
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// resultType ~ unpack sourceTypePack
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//
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// Similar to PackSubtypeConstraint, but with one important difference: If the
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// sourcePack is blocked, this constraint blocks.
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struct UnpackConstraint
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{
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TypePackId resultPack;
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TypePackId sourcePack;
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// UnpackConstraint is sometimes used to resolve the types of assignments.
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// When this is the case, any LocalTypes in resultPack can have their
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// domains extended by the corresponding type from sourcePack.
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bool resultIsLValue = false;
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};
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// resultType ~ T0 op T1 op ... op TN
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//
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// op is either union or intersection. If any of the input types are blocked,
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// this constraint will block unless forced.
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struct SetOpConstraint
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{
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enum
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{
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Intersection,
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Union
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} mode;
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TypeId resultType;
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std::vector<TypeId> types;
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};
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// ty ~ reduce ty
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//
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// Try to reduce ty, if it is a TypeFamilyInstanceType. Otherwise, do nothing.
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struct ReduceConstraint
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{
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TypeId ty;
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};
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// tp ~ reduce tp
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//
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// Analogous to ReduceConstraint, but for type packs.
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struct ReducePackConstraint
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{
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TypePackId tp;
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};
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using ConstraintV = Variant<SubtypeConstraint, PackSubtypeConstraint, GeneralizationConstraint, InstantiationConstraint, IterableConstraint,
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NameConstraint, TypeAliasExpansionConstraint, FunctionCallConstraint, PrimitiveTypeConstraint, HasPropConstraint, SetPropConstraint,
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SetIndexerConstraint, SingletonOrTopTypeConstraint, UnpackConstraint, SetOpConstraint, ReduceConstraint, ReducePackConstraint>;
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struct Constraint
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{
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Constraint(NotNull<Scope> scope, const Location& location, ConstraintV&& c);
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Constraint(const Constraint&) = delete;
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Constraint& operator=(const Constraint&) = delete;
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NotNull<Scope> scope;
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Location location;
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ConstraintV c;
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std::vector<NotNull<Constraint>> dependencies;
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DenseHashSet<TypeId> getFreeTypes() const;
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};
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using ConstraintPtr = std::unique_ptr<Constraint>;
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inline Constraint& asMutable(const Constraint& c)
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{
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return const_cast<Constraint&>(c);
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}
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template<typename T>
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T* getMutable(Constraint& c)
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{
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return ::Luau::get_if<T>(&c.c);
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}
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template<typename T>
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const T* get(const Constraint& c)
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{
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return getMutable<T>(asMutable(c));
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}
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} // namespace Luau
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