mirror of
https://github.com/AssetRipper/ILSpy.git
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182 lines
6.8 KiB
C#
182 lines
6.8 KiB
C#
#nullable enable
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// Copyright (c) 2016 Daniel Grunwald
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this
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// software and associated documentation files (the "Software"), to deal in the Software
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// without restriction, including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
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// to whom the Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all copies or
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// substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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using System.Collections.Generic;
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namespace ICSharpCode.Decompiler.IL.Patterns
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{
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/// <summary>
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/// Data holder for a single list matching operation.
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/// </summary>
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/// <remarks>
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/// Notes on backtracking:
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/// PerformMatch() may save backtracking-savepoints to the ListMatch instance.
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/// Each backtracking-savepoints is a Stack{int} with instructions of how to restore the saved state.
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/// When a savepoint is created by a PerformMatch() call, that call may be nested in several other PerformMatch() calls that operate on
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/// the same list.
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/// When leaving those calls (whether with a successful match or not), the outer PerformMatch() calls may push additional state onto
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/// all of the added backtracking-savepoints.
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/// When the overall list match fails but savepoints exists, the most recently added savepoint is restored by calling PerformMatch()
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/// with listMatch.restoreStack set to that savepoint. Each PerformMatch() call must pop its state from that stack before
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/// recursively calling its child patterns.
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/// </remarks>
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public struct ListMatch
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{
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/// <summary>
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/// The main list matching logic.
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/// </summary>
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/// <returns>Returns whether the list match was successful.
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/// If the method returns true, it adds the capture groups (if any) to the match.
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/// If the method returns false, the match object remains in a partially-updated state and needs to be restored
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/// before it can be reused.</returns>
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internal static bool DoMatch(IReadOnlyList<ILInstruction> patterns, IReadOnlyList<ILInstruction?> syntaxList, ref Match match)
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{
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ListMatch listMatch = new ListMatch(syntaxList);
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do
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{
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if (PerformMatchSequence(patterns, ref listMatch, ref match))
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{
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// If we have a successful match and it matches the whole list,
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// we are done.
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if (listMatch.SyntaxIndex == syntaxList.Count)
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return true;
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}
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// Otherwise, restore a savepoint created by PerformMatch() and resume the matching logic at that savepoint.
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} while (listMatch.RestoreSavePoint(ref match));
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return false;
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}
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/// <summary>
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/// PerformMatch() for a sequence of patterns.
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/// </summary>
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/// <param name="patterns">List of patterns to match.</param>
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/// <param name="listMatch">Stores state about the current list match.</param>
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/// <param name="match">The match object, used to store global state during the match (such as the results of capture groups).</param>
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/// <returns>Returns whether all patterns were matched successfully against a part of the list.
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/// If the method returns true, it updates listMatch.SyntaxIndex to point to the next node that was not part of the match,
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/// and adds the capture groups (if any) to the match.
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/// If the method returns false, the listMatch and match objects remain in a partially-updated state and need to be restored
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/// before they can be reused.</returns>
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internal static bool PerformMatchSequence(IReadOnlyList<ILInstruction> patterns, ref ListMatch listMatch, ref Match match)
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{
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// The patterns may create savepoints, so we need to save the 'i' variable
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// as part of those checkpoints.
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for (int i = listMatch.PopFromSavePoint() ?? 0; i < patterns.Count; i++)
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{
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int startMarker = listMatch.GetSavePointStartMarker();
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bool success = patterns[i].PerformMatch(ref listMatch, ref match);
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listMatch.PushToSavePoints(startMarker, i);
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if (!success)
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return false;
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}
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return true;
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}
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/// <summary>
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/// A savepoint that the list matching operation can be restored from.
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/// </summary>
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struct SavePoint
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{
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internal readonly int CheckPoint;
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internal readonly int SyntaxIndex;
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internal readonly Stack<int> stack;
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public SavePoint(int checkpoint, int syntaxIndex)
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{
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this.CheckPoint = checkpoint;
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this.SyntaxIndex = syntaxIndex;
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this.stack = new Stack<int>();
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}
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}
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/// <summary>
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/// The syntax list we are matching against.
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/// </summary>
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internal readonly IReadOnlyList<ILInstruction?> SyntaxList;
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/// <summary>
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/// The current index in the syntax list.
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/// </summary>
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internal int SyntaxIndex;
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ListMatch(IReadOnlyList<ILInstruction?> syntaxList)
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{
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this.SyntaxList = syntaxList;
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this.SyntaxIndex = 0;
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this.backtrackingStack = null;
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this.restoreStack = null;
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}
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List<SavePoint>? backtrackingStack;
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Stack<int>? restoreStack;
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void AddSavePoint(SavePoint savepoint)
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{
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if (backtrackingStack == null)
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backtrackingStack = new List<SavePoint>();
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backtrackingStack.Add(savepoint);
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}
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internal void AddSavePoint(ref Match match, int data)
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{
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var savepoint = new SavePoint(match.CheckPoint(), this.SyntaxIndex);
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savepoint.stack.Push(data);
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AddSavePoint(savepoint);
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}
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internal int GetSavePointStartMarker()
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{
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return backtrackingStack != null ? backtrackingStack.Count : 0;
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}
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internal void PushToSavePoints(int startMarker, int data)
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{
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if (backtrackingStack == null)
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return;
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for (int i = startMarker; i < backtrackingStack.Count; i++)
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{
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backtrackingStack[i].stack.Push(data);
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}
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}
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internal int? PopFromSavePoint()
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{
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if (restoreStack == null || restoreStack.Count == 0)
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return null;
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return restoreStack.Pop();
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}
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/// <summary>
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/// Restores the listmatch state from a savepoint.
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/// </summary>
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/// <returns>Returns whether a savepoint exists</returns>
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internal bool RestoreSavePoint(ref Match match)
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{
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if (backtrackingStack == null || backtrackingStack.Count == 0)
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return false;
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var savepoint = backtrackingStack[backtrackingStack.Count - 1];
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backtrackingStack.RemoveAt(backtrackingStack.Count - 1);
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match.RestoreCheckPoint(savepoint.CheckPoint);
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this.SyntaxIndex = savepoint.SyntaxIndex;
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restoreStack = savepoint.stack;
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return true;
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}
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}
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}
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