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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
135 lines
8.6 KiB
C++
135 lines
8.6 KiB
C++
/*************************************************************************/
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/* gdscript_analyzer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GDSCRIPT_ANALYZER_H
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#define GDSCRIPT_ANALYZER_H
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#include "core/object/object.h"
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#include "core/object/ref_counted.h"
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#include "core/templates/rb_set.h"
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#include "gdscript_cache.h"
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#include "gdscript_parser.h"
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class GDScriptAnalyzer {
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GDScriptParser *parser = nullptr;
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HashMap<String, Ref<GDScriptParserRef>> depended_parsers;
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const GDScriptParser::EnumNode *current_enum = nullptr;
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List<GDScriptParser::LambdaNode *> lambda_stack;
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// Tests for detecting invalid overloading of script members
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static _FORCE_INLINE_ bool has_member_name_conflict_in_script_class(const StringName &p_name, const GDScriptParser::ClassNode *p_current_class_node);
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static _FORCE_INLINE_ bool has_member_name_conflict_in_native_type(const StringName &p_name, const StringName &p_native_type_string);
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Error check_native_member_name_conflict(const StringName &p_member_name, const GDScriptParser::Node *p_member_node, const StringName &p_native_type_string);
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Error check_class_member_name_conflict(const GDScriptParser::ClassNode *p_class_node, const StringName &p_member_name, const GDScriptParser::Node *p_member_node);
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Error resolve_inheritance(GDScriptParser::ClassNode *p_class, bool p_recursive = true);
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GDScriptParser::DataType resolve_datatype(GDScriptParser::TypeNode *p_type);
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void decide_suite_type(GDScriptParser::Node *p_suite, GDScriptParser::Node *p_statement);
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// This traverses the tree to resolve all TypeNodes.
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Error resolve_program();
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void resolve_annotation(GDScriptParser::AnnotationNode *p_annotation);
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void resolve_class_interface(GDScriptParser::ClassNode *p_class);
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void resolve_class_body(GDScriptParser::ClassNode *p_class);
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void resolve_function_signature(GDScriptParser::FunctionNode *p_function);
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void resolve_function_body(GDScriptParser::FunctionNode *p_function);
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void resolve_node(GDScriptParser::Node *p_node);
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void resolve_suite(GDScriptParser::SuiteNode *p_suite);
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void resolve_if(GDScriptParser::IfNode *p_if);
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void resolve_for(GDScriptParser::ForNode *p_for);
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void resolve_while(GDScriptParser::WhileNode *p_while);
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void resolve_variable(GDScriptParser::VariableNode *p_variable);
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void resolve_constant(GDScriptParser::ConstantNode *p_constant);
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void resolve_assert(GDScriptParser::AssertNode *p_assert);
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void resolve_match(GDScriptParser::MatchNode *p_match);
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void resolve_match_branch(GDScriptParser::MatchBranchNode *p_match_branch, GDScriptParser::ExpressionNode *p_match_test);
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void resolve_match_pattern(GDScriptParser::PatternNode *p_match_pattern, GDScriptParser::ExpressionNode *p_match_test);
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void resolve_parameter(GDScriptParser::ParameterNode *p_parameter);
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void resolve_return(GDScriptParser::ReturnNode *p_return);
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// Reduction functions.
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void reduce_expression(GDScriptParser::ExpressionNode *p_expression, bool p_is_root = false);
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void reduce_array(GDScriptParser::ArrayNode *p_array);
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void reduce_assignment(GDScriptParser::AssignmentNode *p_assignment);
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void reduce_await(GDScriptParser::AwaitNode *p_await);
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void reduce_binary_op(GDScriptParser::BinaryOpNode *p_binary_op);
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void reduce_call(GDScriptParser::CallNode *p_call, bool p_is_await = false, bool p_is_root = false);
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void reduce_cast(GDScriptParser::CastNode *p_cast);
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void reduce_dictionary(GDScriptParser::DictionaryNode *p_dictionary);
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void reduce_get_node(GDScriptParser::GetNodeNode *p_get_node);
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void reduce_identifier(GDScriptParser::IdentifierNode *p_identifier, bool can_be_builtin = false);
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void reduce_identifier_from_base(GDScriptParser::IdentifierNode *p_identifier, GDScriptParser::DataType *p_base = nullptr);
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void reduce_lambda(GDScriptParser::LambdaNode *p_lambda);
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void reduce_literal(GDScriptParser::LiteralNode *p_literal);
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void reduce_preload(GDScriptParser::PreloadNode *p_preload);
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void reduce_self(GDScriptParser::SelfNode *p_self);
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void reduce_subscript(GDScriptParser::SubscriptNode *p_subscript);
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void reduce_ternary_op(GDScriptParser::TernaryOpNode *p_ternary_op);
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void reduce_unary_op(GDScriptParser::UnaryOpNode *p_unary_op);
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void const_fold_array(GDScriptParser::ArrayNode *p_array);
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void const_fold_dictionary(GDScriptParser::DictionaryNode *p_dictionary);
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// Helpers.
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GDScriptParser::DataType type_from_variant(const Variant &p_value, const GDScriptParser::Node *p_source);
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GDScriptParser::DataType type_from_metatype(const GDScriptParser::DataType &p_meta_type) const;
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GDScriptParser::DataType type_from_property(const PropertyInfo &p_property) const;
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GDScriptParser::DataType make_global_class_meta_type(const StringName &p_class_name, const GDScriptParser::Node *p_source);
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bool get_function_signature(GDScriptParser::Node *p_source, bool p_is_constructor, GDScriptParser::DataType base_type, const StringName &p_function, GDScriptParser::DataType &r_return_type, List<GDScriptParser::DataType> &r_par_types, int &r_default_arg_count, bool &r_static, bool &r_vararg);
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bool function_signature_from_info(const MethodInfo &p_info, GDScriptParser::DataType &r_return_type, List<GDScriptParser::DataType> &r_par_types, int &r_default_arg_count, bool &r_static, bool &r_vararg);
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bool validate_call_arg(const List<GDScriptParser::DataType> &p_par_types, int p_default_args_count, bool p_is_vararg, const GDScriptParser::CallNode *p_call);
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bool validate_call_arg(const MethodInfo &p_method, const GDScriptParser::CallNode *p_call);
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GDScriptParser::DataType get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, const GDScriptParser::DataType &p_b, bool &r_valid, const GDScriptParser::Node *p_source);
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GDScriptParser::DataType get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, bool &r_valid, const GDScriptParser::Node *p_source);
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void update_array_literal_element_type(const GDScriptParser::DataType &p_base_type, GDScriptParser::ArrayNode *p_array_literal);
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bool is_type_compatible(const GDScriptParser::DataType &p_target, const GDScriptParser::DataType &p_source, bool p_allow_implicit_conversion = false, const GDScriptParser::Node *p_source_node = nullptr);
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void push_error(const String &p_message, const GDScriptParser::Node *p_origin);
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void mark_node_unsafe(const GDScriptParser::Node *p_node);
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void mark_lambda_use_self();
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bool class_exists(const StringName &p_class) const;
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Ref<GDScriptParserRef> get_parser_for(const String &p_path);
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#ifdef DEBUG_ENABLED
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bool is_shadowing(GDScriptParser::IdentifierNode *p_local, const String &p_context);
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#endif
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public:
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Error resolve_inheritance();
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Error resolve_interface();
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Error resolve_body();
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Error analyze();
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GDScriptAnalyzer(GDScriptParser *p_parser);
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};
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#endif // GDSCRIPT_ANALYZER_H
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