luau/Analysis/include/Luau/ConstraintSolver.h

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