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MagicSetEditor2/src/script/dependency.cpp
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2026-04-10 02:38:38 +02:00

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//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make card games |
//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <util/prec.hpp>
#include <script/context.hpp>
#include <script/to_value.hpp>
#include <util/error.hpp>
#include <queue>
// NOTE: dependency.cpp has nothing to do with dependency.hpp, the latter defines the dependency
// type, which is used here as an abstract type. The header for this source file is context.hpp
// ----------------------------------------------------------------------------- : Dummy values
extern ScriptValueP dependency_dummy;
// A dummy type used during dependency analysis,
// it simply supresses all error messages.
class DependencyDummy : public ScriptIterator {
public:
ScriptType type() const override { return SCRIPT_DUMMY; }
String typeName() const override { return _("dummy"); }
ScriptValueP next(ScriptValueP*,int*) override { return ScriptValueP(); }
ScriptValueP dependencyName(const ScriptValue&, const Dependency&) const override { return dependency_dummy; }
};
ScriptValueP dependency_dummy(new DependencyDummy);
ScriptValueP unified(const ScriptValueP& a, const ScriptValueP& b);
// A script value that is a 'union' of two values.
/* During actual execution the value could be either a *or* b,
* So it has the dependency characteristics of both.
*/
class DependencyUnion : public ScriptValue {
public:
DependencyUnion(const ScriptValueP& a, const ScriptValueP& b)
: a(a), b(b)
{}
ScriptType type() const override { return SCRIPT_DUMMY; }
String typeName() const override { return _("union of ") + a->typeName() + _(" and ") + b->typeName(); }
ScriptValueP dependencies(Context& ctx, const Dependency& dep) const override {
return unified( a->dependencies(ctx,dep), b->dependencies(ctx,dep));
}
ScriptValueP makeIterator() const override {
return unified(a->makeIterator(), b->makeIterator());
}
ScriptValueP dependencyMember(const String& name, const Dependency& dep) const override {
return unified(a->dependencyMember(name,dep), b->dependencyMember(name,dep));
}
ScriptValueP dependencyName(const ScriptValue& container, const Dependency& dep) const override {
return unified(a->dependencyName(container,dep), b->dependencyName(container,dep));
}
private:
ScriptValueP a, b;
};
// Unify two values from different execution paths
void unify(ScriptValueP& a, const ScriptValueP& b) {
assert(a && b);
if (a != b) a = make_intrusive<DependencyUnion>(a,b);
}
// Unify two values from different execution paths
ScriptValueP unified(const ScriptValueP& a, const ScriptValueP& b) {
assert(a && b);
if (a == b) return a;
else return make_intrusive<DependencyUnion>(a,b);
}
/// Behaves like script_nil, but with a name
class ScriptMissingVariable : public ScriptValue {
public:
ScriptMissingVariable(const String& name) : name(name) {}
ScriptType type() const override { return SCRIPT_NIL; }
String typeName() const override { return _("missing variable '") + name + _("'"); }
String toString() const override { return String(); }
double toDouble() const override { return 0.0; }
int toInt() const override { return 0; }
bool toBool() const override { return false; }
ScriptValueP eval(Context&, bool) const override { return script_nil; } // nil() == nil
private:
String name; ///< Name of the variable
};
// ----------------------------------------------------------------------------- : Jump record
// Utility class: a jump that has been postponed
struct Context::Jump {
const Instruction* target; ///< Target of the jump
vector<ScriptValueP> stack_top; ///< The top part of the stack, everything local to the current call
vector<Binding> bindings; ///< The bindings made up to this point in the current scope
};
// an ordering on jumps by their target, lowest target = highest priority
struct Context::JumpOrder {
inline bool operator () (Jump* a, Jump* b) {
return a->target > b->target;
}
};
// ----------------------------------------------------------------------------- : Dependency analysis
ScriptValueP Context::dependencies(const Dependency& dep, const Script& script) {
// Dependency analysis proceeds in the same way as normal evaluation.
// Operator calls will be replaced by "push dummy", we don't care about values.
// Only the operators left are:
// - member operator; and it signals a dependency.
// - looper construction
// - + for function composition
// Variable assignments are performed as normal.
// Jumps are tricky:
// - I_LOOP: We want to prevent infinite loops, the solution is that after the first
// iteration we set the looper to a dummy value, so the loop is only executed once.
// TODO: This could result in false negatives when iterating over things like fields.
// We ignore this, because loops are usually only used for exporting, where dependency
// analysis is not used anyway.
// - I_JUMP_IF_NOT: We don't know the value of the condition, so we must evaluate both branches.
// The simple solution would be to use recursion to fork off one of the cases.
// This could result in an exponential increase in execution time,
// because the analysis after an if statement is duplicated.
// A better solution is to evalutate branches 'in parallel'.
// We create a jump record for taking the branch, and evaluate the fall through case.
// When later a jump record points to the current instruction the stack and variables of that
// record are unify with the current execution path.
// - I_JUMP: We must can not follow all jumps, because they may lead to a point beyond a jump record,
// we can then no longer hope to unify with that jump record.
// Instead we create a new jump record, and follow the jump record with the lowest target address.
// This story doesn't hold for backwards jumps, we can safely follow those (see I_LOOP above)
// Scope for evaluating this script.
size_t stack_size = stack.size();
size_t scope = openScope();
// Forward jumps waiting to be performed, by order of target (descending)
priority_queue<Jump*,vector<Jump*>,JumpOrder> jumps;
try {
// Instruction pointer
const Instruction* instr = &script.instructions[0];
// Loop until we are done
while (true) {
// Is there a jump going here?
// If so, unify with current execution path
while (!jumps.empty() && jumps.top()->target == instr) {
// unify with current execution path
Jump* j = jumps.top(); jumps.pop();
// unify stack
assert(stack_size + j->stack_top.size() == stack.size());
for (size_t i = 0; i < j->stack_top.size() ; ++i) {
unify(stack[stack_size + i], j->stack_top[i]);
}
// unify bindings
FOR_EACH(v, j->bindings) {
ScriptValueP old_value = variables[v.variable].value;
if (old_value) {
setVariable(v.variable, unified(old_value, v.value.value) );
}
}
delete j;
}
if (instr >= &script.instructions[0] + script.instructions.size()) break; // end of script
// Analyze the current instruction
Instruction i = *instr++;
switch (i.instr) {
case I_NOP: break;
// Push a constant (as normal)
case I_PUSH_CONST: {
stack.push_back(script.constants[i.data]);
break;
}
// Jump
case I_JUMP: {
if ( &script.instructions[0] + i.data >= instr) {
// forward jump
// create jump record
Jump* jump = new Jump;
jump->target = &script.instructions[0] + i.data;
jump->stack_top.assign(stack.begin() + stack_size, stack.end());
getBindings(scope, jump->bindings);
jumps.push(jump);
// clear scope
stack.resize(stack_size);
resetBindings(scope);
// we don't follow this jump just yet, there may be jumps that point to earlier positions
Jump* jumpTo = jumps.top(); jumps.pop();
instr = jumpTo->target;
FOR_EACH(s, jumpTo->stack_top) stack.push_back(s);
FOR_EACH(b, jumpTo->bindings) setVariable(b.variable, b.value.value);
delete jumpTo;
} else {
// backward jump: just follow it, someone else (I_LOOP) will make sure
// we don't go into an infinite loop
instr = &script.instructions[0] + i.data;
}
break;
}
// Conditional jump
case I_JUMP_IF_NOT: case I_JUMP_SC_AND: case I_JUMP_SC_OR: {
if (i.instr == I_JUMP_IF_NOT) {
stack.pop_back(); // pop condition
}
// create jump record
Jump* jump = new Jump;
jump->target = &script.instructions[0] + i.data; // note: operator[] triggers assertion (in msvc>=9) failure if i.data==instructions.size()
assert(jump->target >= instr); // jumps must be forward
jump->stack_top.assign(stack.begin() + stack_size, stack.end());
getBindings(scope, jump->bindings);
jumps.push(jump);
// just fall through for the case that the condition holds
if (i.instr != I_JUMP_IF_NOT) {
stack.pop_back(); // pop condition afterwards, so it is not poped when jump is taken
}
break;
}
// Get an object member (almost as normal)
case I_MEMBER_C: {
String name = script.constants[i.data]->toString();
stack.back() = stack.back()->dependencyMember(name, dep); // dependency on member
break;
}
// Loop over a container, push next value or jump (almost as normal)
case I_LOOP: {
ScriptValueP& it = stack[stack.size() - 2]; // second element of stack
ScriptValueP val = it->next();
if (val) {
// we have not been through the body
it = dependency_dummy; // invalidate iterator, so we loop only once
stack.push_back(val);
} else {
// we have been through the body once already
stack.erase(stack.end() - 2); // remove iterator
instr = &script.instructions[0] + i.data;
}
break;
}
// Loop over a container, push next value or jump (almost as normal)
case I_LOOP_WITH_KEY: {
ScriptValueP& it = stack[stack.size() - 2]; // second element of stack
ScriptValueP key;
ScriptValueP val = it->next(&key);
if (val) {
it = dependency_dummy; // invalidate iterator, so we loop only once
stack.push_back(val);
stack.push_back(key);
} else {
stack.erase(stack.end() - 2); // remove iterator
instr = &script.instructions[0] + i.data;
}
break;
}
// Make an object
case I_MAKE_OBJECT: {
makeObject(i.data);
break;
}
// Function call (as normal)
// Don't optimize tail calls; we may not jump as we normally do
case I_CALL: case I_TAILCALL: {
// open a new scope
LocalScope new_scope(*this);
// prepare arguments
for (unsigned int j = 0 ; j < i.data ; ++j) {
setVariable((Variable)instr[i.data - j - 1].data, stack.back());
stack.pop_back();
}
instr += i.data; // skip arguments, there had better not be any jumps into the argument list
// get function and call
stack.back() = stack.back()->dependencies(*this, dep);
break;
}
// Closure object (as normal)
case I_CLOSURE: {
makeClosure(i.data, instr);
break;
}
// Get a variable (almost as normal)
case I_GET_VAR: {
ScriptValueP value = variables[i.data].value;
if (!value) {
value = make_intrusive<ScriptMissingVariable>(variable_to_string((Variable)i.data)); // no errors here
}
value->dependencyThis(dep);
stack.push_back(value);
break;
}
// Set a variable (as normal)
case I_SET_VAR: {
setVariable((Variable)i.data, stack.back());
break;
}
// Set a global variable (as normal)
case I_SET_GLB: {
setGlobalVariable((Variable)i.data, stack.back());
break;
}
// Simple instruction: unary
case I_UNARY: {
ScriptValueP& a = stack.back();
switch (i.instr1) {
case I_ITERATOR_C:
a = a->makeIterator(); // as normal
break;
default:
a = dependency_dummy;
}
break;
}
// Simple instruction: binary
case I_BINARY: {
ScriptValueP b = stack.back(); stack.pop_back();
ScriptValueP& a = stack.back();
switch (i.instr2) {
case I_ITERATOR_R:
a = rangeIterator(0,0); // values don't matter
break;
case I_MEMBER: {
a = b->dependencyName(*a, dep); // dependency on member
break;
} case I_ADD:
unify(a, b); // may be function composition
break;
default:
a = dependency_dummy;
}
break;
}
// Simple instruction: ternary
case I_TERNARY: {
ScriptValueP c = stack.back(); stack.pop_back();
ScriptValueP b = stack.back(); stack.pop_back();
ScriptValueP& a = stack.back();
a = dependency_dummy;
break;
}
// Simple instruction: quaternary
case I_QUATERNARY: {
ScriptValueP d = stack.back(); stack.pop_back();
ScriptValueP c = stack.back(); stack.pop_back();
ScriptValueP b = stack.back(); stack.pop_back();
ScriptValueP& a = stack.back();
a = dependency_dummy;
break;
}
// Duplicate stack
case I_DUP: {
stack.push_back(stack.at(stack.size() - i.data - 1));
break;
}
// Pop value off stack
case I_POP: {
stack.pop_back();
}
}
}
// Function return (as normal)
closeScope(scope);
ScriptValueP result = stack.back();
stack.pop_back();
assert(stack.size() == stack_size); // we end up with the same stack
assert(jumps.empty()); // no open jump records
return result;
} catch (...) {
// cleanup after an exception
// the only place where exceptions should be possible is in someValue->getMember
if (scope) closeScope(scope); // restore scope
stack.resize(stack_size); // restore stack
// delete jump records
while (!jumps.empty()) {
delete jumps.top();
jumps.pop();
}
throw; // rethrow
}
}
void Context::getBindings(size_t scope, vector<Binding>& bindings) {
for (size_t i = scope + 1 ; i < shadowed.size() ; ++i) {
Binding b = {shadowed[i].variable, variables[shadowed[i].variable]};
bindings.push_back(b);
}
}
void Context::resetBindings(size_t scope) {
// close and re-open the scope
closeScope(scope);
size_t same_scope = openScope();
assert(scope == same_scope);
}