mirror of
https://github.com/luau-lang/luau.git
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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>
316 lines
13 KiB
C++
316 lines
13 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/Constraint.h"
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#include "Luau/DenseHash.h"
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#include "Luau/Error.h"
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#include "Luau/Location.h"
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#include "Luau/Module.h"
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#include "Luau/Normalize.h"
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#include "Luau/Substitution.h"
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#include "Luau/ToString.h"
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#include "Luau/Type.h"
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#include "Luau/TypeCheckLimits.h"
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#include "Luau/TypeFwd.h"
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#include "Luau/Variant.h"
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#include <utility>
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#include <vector>
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namespace Luau
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{
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enum class ValueContext;
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struct DcrLogger;
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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 = Variant<TypeId, TypePackId, const Constraint*>;
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struct HashBlockedConstraintId
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{
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size_t operator()(const BlockedConstraintId& bci) const;
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};
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struct ModuleResolver;
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struct InstantiationSignature
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{
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TypeFun fn;
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std::vector<TypeId> arguments;
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std::vector<TypePackId> packArguments;
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bool operator==(const InstantiationSignature& rhs) const;
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bool operator!=(const InstantiationSignature& rhs) const
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{
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return !((*this) == rhs);
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}
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};
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struct HashInstantiationSignature
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{
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size_t operator()(const InstantiationSignature& signature) const;
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};
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struct ConstraintSolver
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{
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NotNull<TypeArena> arena;
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NotNull<BuiltinTypes> builtinTypes;
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InternalErrorReporter iceReporter;
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NotNull<Normalizer> normalizer;
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// The entire set of constraints that the solver is trying to resolve.
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std::vector<NotNull<Constraint>> constraints;
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NotNull<Scope> rootScope;
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ModuleName currentModuleName;
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// Constraints that the solver has generated, rather than sourcing from the
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// scope tree.
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std::vector<std::unique_ptr<Constraint>> solverConstraints;
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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, DenseHashSet<const Constraint*>, HashBlockedConstraintId> blocked;
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// Memoized instantiations of type aliases.
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DenseHashMap<InstantiationSignature, TypeId, HashInstantiationSignature> instantiatedAliases{{}};
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// Breadcrumbs for where a free type's upper bound was expanded. We use
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// these to provide more helpful error messages when a free type is solved
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// as never unexpectedly.
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DenseHashMap<TypeId, std::vector<std::pair<Location, TypeId>>> upperBoundContributors{nullptr};
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// A mapping from free types to the number of unresolved constraints that mention them.
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DenseHashMap<TypeId, size_t> unresolvedConstraints{{}};
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// Recorded errors that take place within the solver.
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ErrorVec errors;
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NotNull<ModuleResolver> moduleResolver;
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std::vector<RequireCycle> requireCycles;
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DcrLogger* logger;
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TypeCheckLimits limits;
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explicit ConstraintSolver(NotNull<Normalizer> normalizer, NotNull<Scope> rootScope, std::vector<NotNull<Constraint>> constraints,
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ModuleName moduleName, NotNull<ModuleResolver> moduleResolver, std::vector<RequireCycle> requireCycles, DcrLogger* logger,
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TypeCheckLimits limits);
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// Randomize the order in which to dispatch constraints
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void randomize(unsigned seed);
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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 isDone();
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/** Attempt to dispatch a constraint. Returns true if it was successful. If
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* tryDispatch() returns false, the constraint remains in the unsolved set
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* and will be retried later.
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*/
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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 IterableConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const NameConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const TypeAliasExpansionConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const FunctionCallConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const FunctionCheckConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const PrimitiveTypeConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const HasPropConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const SetPropConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const SetIndexerConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const SingletonOrTopTypeConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const UnpackConstraint& c, NotNull<const Constraint> constraint);
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bool tryDispatch(const SetOpConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const ReduceConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const ReducePackConstraint& c, NotNull<const Constraint> constraint, bool force);
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bool tryDispatch(const EqualityConstraint& c, NotNull<const Constraint> constraint, bool force);
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// for a, ... in some_table do
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// also handles __iter metamethod
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bool tryDispatchIterableTable(TypeId iteratorTy, const IterableConstraint& c, NotNull<const Constraint> constraint, bool force);
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// for a, ... in next_function, t, ... do
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bool tryDispatchIterableFunction(
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TypeId nextTy, TypeId tableTy, TypeId firstIndexTy, const IterableConstraint& c, NotNull<const Constraint> constraint, bool force);
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std::pair<std::vector<TypeId>, std::optional<TypeId>> lookupTableProp(
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TypeId subjectType, const std::string& propName, ValueContext context, bool suppressSimplification = false);
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std::pair<std::vector<TypeId>, std::optional<TypeId>> lookupTableProp(
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TypeId subjectType, const std::string& propName, ValueContext context, bool suppressSimplification, DenseHashSet<TypeId>& seen);
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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 Type.
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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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// Block on every target
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template<typename T>
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bool block(const T& targets, NotNull<const Constraint> constraint)
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{
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for (TypeId target : targets)
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block(target, constraint);
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return false;
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}
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/**
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* For all constraints that are blocked on one constraint, make them block
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* on a new constraint.
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* @param source the constraint to copy blocks from.
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* @param addition the constraint that other constraints should now block on.
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*/
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void inheritBlocks(NotNull<const Constraint> source, NotNull<const Constraint> addition);
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// Traverse the type. If any pending types are found, block the constraint
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// on them.
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//
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// Returns false if a type blocks the constraint.
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//
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// FIXME: This use of a boolean for the return result is an appalling
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// interface.
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bool blockOnPendingTypes(TypeId target, NotNull<const Constraint> constraint);
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bool blockOnPendingTypes(TypePackId target, NotNull<const Constraint> constraint);
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void unblock(NotNull<const Constraint> progressed);
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void unblock(TypeId progressed, Location location);
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void unblock(TypePackId progressed, Location location);
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void unblock(const std::vector<TypeId>& types, Location location);
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void unblock(const std::vector<TypePackId>& packs, Location location);
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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 true if the TypePackId is in a blocked state.
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*/
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bool isBlocked(TypePackId tp);
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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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/** Pushes a new solver constraint to the solver.
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* @param cv the body of the constraint.
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**/
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NotNull<Constraint> pushConstraint(NotNull<Scope> scope, const Location& location, ConstraintV cv);
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/**
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* Attempts to resolve a module from its module information. Returns the
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* module-level return type of the module, or the error type if one cannot
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* be found. Reports errors to the solver if the module cannot be found or
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* the require is illegal.
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* @param module the module information to look up.
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* @param location the location where the require is taking place; used for
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* error locations.
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**/
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TypeId resolveModule(const ModuleInfo& module, const Location& location);
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void reportError(TypeErrorData&& data, const Location& location);
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void reportError(TypeError e);
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/**
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* Checks the existing set of constraints to see if there exist any that contain
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* the provided free type, indicating that it is not yet ready to be replaced by
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* one of its bounds.
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* @param ty the free type that to check for related constraints
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* @returns whether or not it is unsafe to replace the free type by one of its bounds
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*/
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bool hasUnresolvedConstraints(TypeId ty);
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/**
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* Creates a new Unifier and performs a single unification operation.
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*
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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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* @returns true if the unification succeeded. False if the unification was
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* too complex.
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*/
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template <typename TID>
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bool unify(NotNull<Scope> scope, Location location, TID subType, TID superType);
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/** Attempts to unify subTy with superTy. If doing so would require unifying
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* BlockedTypes, fail and block the constraint on those BlockedTypes.
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*
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* Note: TID can only be TypeId or TypePackId.
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*
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* If unification fails, replace all free types with errorType.
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*
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* If unification succeeds, unblock every type changed by the unification.
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*
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* @returns true if the unification succeeded. False if the unification was
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* too complex.
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*/
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template<typename TID>
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bool unify(NotNull<const Constraint> constraint, TID subTy, TID superTy);
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private:
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/**
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* Bind a BlockedType to another type while taking care not to bind it to
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* itself in the case that resultTy == blockedTy. This can happen if we
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* have a tautological constraint. When it does, we must instead bind
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* blockedTy to a fresh type belonging to an appropriate scope.
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*
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* To determine which scope is appropriate, we also accept rootTy, which is
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* to be the type that contains blockedTy.
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*/
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void bindBlockedType(TypeId blockedTy, TypeId resultTy, TypeId rootTy, Location location);
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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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bool 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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* Reproduces any constraints necessary for new types that are copied when applying a substitution.
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* At the time of writing, this pertains only to type families.
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* @param subst the substitution that was applied
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**/
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void reproduceConstraints(NotNull<Scope> scope, const Location& location, const Substitution& subst);
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TypeId errorRecoveryType() const;
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TypePackId errorRecoveryTypePack() const;
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TypePackId anyifyModuleReturnTypePackGenerics(TypePackId tp);
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void throwTimeLimitError();
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void throwUserCancelError();
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ToStringOptions opts;
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};
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void dump(NotNull<Scope> rootScope, struct ToStringOptions& opts);
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} // namespace Luau
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