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d40107dc60
It seems more consistent and unambiguous if we mark RFCs as being implemented when the implementation lands instead of expecting to cross-reference documentation. That also makes it easier for us to flag stale RFCs.
59 lines
3.2 KiB
Markdown
59 lines
3.2 KiB
Markdown
# Always call `__eq` when comparing for equality
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> Note: this RFC was adapted from an internal proposal that predates RFC process
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**Status**: Implemented
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## Summary
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`__eq` metamethod will always be called during `==`/`~=` comparison, even for objects that are rawequal.
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## Motivation
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Lua 5.x has the following algorithm it uses for comparing userdatas and tables:
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- If two objects are not of the same type (userdata vs number), they aren't equal
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- If two objects are referentially equal, they are equal (!)
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- If no object has a metatable with `__eq` metamethod, they are equal iff they are referentially equal
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- Otherwise, pick one of the `__eq` metamethods, call it with both objects as arguments and return the result.
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In mid-2019, we've released Luau which implements a fast path for userdata comparison. This fast path accidentally omitted step 2 for userdatas with C `__eq` implementations (!), and thus comparing a userdata object vs itself would actually run `__eq` metamethod. This is significant as it allowed users to use `v == v` as a NaN check for vectors, coordinate frames, and other objects that have floating point contents.
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Since this was a bug, we're in a rather inconsistent state:
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- `==` and `~=` in the code always call `__eq` for userdata with C `__eq`
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- `==` and `~=` don't call `__eq` for tables and custom newproxy-like userdatas with Lua `__eq` when objects are ref. equal
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- `table.find` *doesn't* call `__eq` when objects are ref. equal
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## Design
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Since developers started relying on `==` behavior for NaN checks in the last two years since Luau release, the bug has become a feature. Additionally, it's sort of a good feature since it allows to implement NaN semantics for custom types - userdatas, tables, etc.
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Thus the proposal suggests changing the rules so that when `__eq` metamethod is present, `__eq` is always called even when comparing the object to itself.
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This would effectively make the current ruleset for userdata objects official, and change the behavior for `table.find` (which is probably not significant) and, more significantly, start calling user-provided `__eq` even when the object is the same. It's expected that any reasonable `__eq` implementation can handle comparing the object to itself so this is not expected to result in breakage.
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## Drawbacks
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This represents a difference in a rather core behavior from all upstream versions of Lua.
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## Alternatives
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We could instead equalize (ha!) the behavior between Luau and Lua. In fact, this is what we tried to do initially as the userdata behavior was considered a bug, but encountered the issue with games already depending on the new behavior.
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We could work with developers to change their games to stop relying on this. However, this is more complicated to deploy and - upon reflection - makes `==` less intuitive than the main proposal when comparing objects with NaN, since e.g. it means that these two functions have a different behavior:
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```
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function compare1(a: Vector3, b: Vector3)
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return a == b
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end
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function compare2(a: Vector3, b: Vector3)
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return a.X == b.X and a.Y == b.Y and a.Z == b.Z
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end
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```
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## References
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https://devforum.roblox.com/t/call-eq-even-when-tables-are-rawequal/1088886
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https://devforum.roblox.com/t/nan-vector3-comparison-broken-cframe-too/1130778
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