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## What's Changed ### General - Allow types of tables to diverge after using `table.clone` (fixes #1617). - Allow 2-argument vector.create in Luau. - Fix a crash when suggesting autocomplete after encountering parsing errors. - Add lua_tolstringatom C API which returns the string length (whether or not the atom exists) and which extends the existing lua_tostringatom function the same way lua_tolstring/lua_tostring do. - Luau now retains the DFGs of typechecked modules. ### Magic Functions Migration Note We've made a change to the API used to define magic functions. Previously, we had a set of function pointers on each `FunctionType` that would be invoked by the type inference engine at the correct point. The problem we'd run into is that they were all `std::function`s, we'd grown quite a few of them, and Luau allocates tens of thousands of types as it performs type inference. This adds up to a large amount of memory for data that isn't used by 99% of types. To slim things down a bit, we've replaced all of those `std::function`s with a single `shared_ptr` to a new interface called `MagicFunction`. This slims down the memory footprint of each type by about 50 bytes. The virtual methods of `MagicFunction` have roughly 1:1 correspondence with the old interface, so updating things should not be too difficult: * `FunctionType::magicFunction` is now `MagicFunction::handleOldSolver` * `FunctionType::dcrMagicFunction` is now `MagicFunction::infer` * `FunctionType::dcrMagicRefinement` is now `MagicFunction::refine` * `FunctionType::dcrMagicTypeCheck` is now `MagicFunction::typeCheck` **Full Changelog**: https://github.com/luau-lang/luau/compare/0.657...0.658 --- Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Ariel Weiss <aaronweiss@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Hunter Goldstein <hgoldstein@roblox.com> Co-authored-by: Talha Pathan <tpathan@roblox.com> Co-authored-by: Varun Saini <vsaini@roblox.com> Co-authored-by: Vighnesh Vijay <vvijay@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
67 lines
1.8 KiB
C++
67 lines
1.8 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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#include "ConstraintGeneratorFixture.h"
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#include "ScopedFlags.h"
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LUAU_FASTFLAG(LuauSolverV2);
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namespace Luau
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{
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ConstraintGeneratorFixture::ConstraintGeneratorFixture()
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: Fixture()
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, mainModule(new Module)
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, simplifier(newSimplifier(NotNull{&arena}, builtinTypes))
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, forceTheFlag{FFlag::LuauSolverV2, true}
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{
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mainModule->name = "MainModule";
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mainModule->humanReadableName = "MainModule";
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BlockedTypePack::nextIndex = 0;
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}
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void ConstraintGeneratorFixture::generateConstraints(const std::string& code)
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{
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AstStatBlock* root = parse(code);
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dfg = std::make_unique<DataFlowGraph>(
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DataFlowGraphBuilder::build(root, NotNull{&mainModule->defArena}, NotNull{&mainModule->keyArena}, NotNull{&ice})
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);
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cg = std::make_unique<ConstraintGenerator>(
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mainModule,
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NotNull{&normalizer},
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NotNull{simplifier.get()},
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NotNull{&typeFunctionRuntime},
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NotNull(&moduleResolver),
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builtinTypes,
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NotNull(&ice),
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frontend.globals.globalScope,
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/*prepareModuleScope*/ nullptr,
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&logger,
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NotNull{dfg.get()},
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std::vector<RequireCycle>()
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);
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cg->visitModuleRoot(root);
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rootScope = cg->rootScope;
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constraints = Luau::borrowConstraints(cg->constraints);
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}
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void ConstraintGeneratorFixture::solve(const std::string& code)
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{
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generateConstraints(code);
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ConstraintSolver cs{
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NotNull{&normalizer},
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NotNull{simplifier.get()},
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NotNull{&typeFunctionRuntime},
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NotNull{rootScope},
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constraints,
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"MainModule",
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NotNull(&moduleResolver),
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{},
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&logger,
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NotNull{dfg.get()},
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{}
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};
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cs.run();
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}
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} // namespace Luau
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