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The file this branch adds takes the contributor's name rather than AlphaSierraPapa, and three comments it added drop their en-GB spelling. EndOpenGroups now requires its target depth: zero is the one value that closes groups the caller does not own, which is the misattribution the depth argument was added to prevent. Assisted-by: Claude:claude-opus-5[1m]:Claude Code
313 lines
10 KiB
C#
313 lines
10 KiB
C#
// 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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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using ICSharpCode.Decompiler.Util;
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namespace ICSharpCode.Decompiler.DebugSteps
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{
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/// <summary>
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/// Exception thrown when a debug-step-enabled transform pipeline runs into the <see cref="Stepper.StepLimit"/>.
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/// </summary>
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public class StepLimitReachedException : Exception
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{
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}
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/// <summary>
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/// Language-specific node identities and navigation data captured before a transform mutation.
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/// </summary>
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public readonly struct DebugStepNodeInfo
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{
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public object Node { get; }
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public object? NextSibling { get; }
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public object? PreviousSibling { get; }
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public IEnumerable<object>? Ancestors { get; }
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public object? ExtraIdentity { get; }
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public DebugStepNodeInfo(
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object node,
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object? nextSibling = null,
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object? previousSibling = null,
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IEnumerable<object>? ancestors = null,
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object? extraIdentity = null)
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{
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Node = node ?? throw new ArgumentNullException(nameof(node));
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NextSibling = nextSibling;
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PreviousSibling = previousSibling;
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Ancestors = ancestors;
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ExtraIdentity = extraIdentity;
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}
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}
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/// <summary>
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/// Helper class that manages recording transform steps.
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/// </summary>
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public class Stepper
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{
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/// <summary>
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/// Gets whether stepping of built-in transforms is supported in this build of ICSharpCode.Decompiler.
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/// Usually only debug builds support transform stepping.
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/// </summary>
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public static bool SteppingAvailable {
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get {
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#if STEP
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return true;
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#else
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return false;
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#endif
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}
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}
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public IList<Node> Steps => steps;
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public Node? LimitReachedStep { get; private set; }
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public Node? LastStep { get; private set; }
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public int StepLimit { get; set; } = int.MaxValue;
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public bool IsDebug { get; set; }
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public class Node
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{
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public string Description { get; }
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public object? Position { get; set; }
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public object? ModifiedNode { get; set; }
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/// <summary>
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/// Precise identities of the changed node (the node itself, its debug-step marker, and
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/// any node its mutation produced). Resolved first when highlighting the step.
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/// </summary>
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public IList<object> ModifiedNodeCandidates { get; } = new List<object>();
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/// <summary>
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/// Neighbors of the changed node, recorded before the mutation. When the node itself is
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/// gone from the rendered text (a removal), a caret is placed at the gap they leave:
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/// at the start of a following neighbor, or the end of a preceding one (AtEnd).
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/// </summary>
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public IList<(object Anchor, bool AtEnd)> SeamAnchors { get; } = new List<(object, bool)>();
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/// <summary>
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/// The changed node's ancestor chain, resolved as a last resort when neither the node
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/// nor a seam neighbor has a rendered range.
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/// </summary>
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public IList<object> AncestorCandidates { get; } = new List<object>();
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/// <summary>
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/// BeginStep is inclusive.
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/// </summary>
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public int BeginStep { get; set; }
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/// <summary>
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/// EndStep is exclusive.
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/// </summary>
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public int EndStep { get; set; }
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public IList<Node> Children { get; } = new List<Node>();
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public Node(string description)
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{
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Description = description;
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}
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/// <summary>
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/// Records the highlight candidates for this step from an already-navigated node: the
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/// node's identity (optionally a second identity such as a debug-step marker), its
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/// immediate siblings as seam anchors, and its ancestor chain. Callers pass the
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/// neighbors because each transform representation exposes navigation differently;
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/// the ordering/dedup/seam strategy lives here so languages'
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/// recording can't drift. <paramref name="insertFirst"/> marks a produced-node update
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/// (from EndStep): the node is preferred over existing candidates and the seam and
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/// ancestor anchors are left untouched, since they were captured from the original node.
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/// </summary>
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public void RecordModifiedNode(DebugStepNodeInfo modifiedNode, bool insertFirst = false)
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{
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RecordModifiedNode(
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modifiedNode.Node,
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modifiedNode.NextSibling,
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modifiedNode.PreviousSibling,
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modifiedNode.Ancestors,
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modifiedNode.ExtraIdentity,
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insertFirst);
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}
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public void RecordModifiedNode(
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object node,
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object? nextSibling = null,
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object? previousSibling = null,
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IEnumerable<object>? ancestors = null,
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object? extraIdentity = null,
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bool insertFirst = false)
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{
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AddCandidate(node, insertFirst);
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if (extraIdentity != null)
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AddCandidate(extraIdentity, insertFirst: false);
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if (insertFirst)
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return;
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if (nextSibling != null)
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SeamAnchors.Add((nextSibling, false));
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if (previousSibling != null)
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SeamAnchors.Add((previousSibling, true));
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if (ancestors != null)
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{
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foreach (var ancestor in ancestors)
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AncestorCandidates.Add(ancestor);
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}
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}
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void AddCandidate(object candidate, bool insertFirst)
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{
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if (ModifiedNodeCandidates.Contains(candidate))
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return;
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if (insertFirst)
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ModifiedNodeCandidates.Insert(0, candidate);
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else
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ModifiedNodeCandidates.Add(candidate);
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}
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}
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readonly Stack<Node> groups;
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readonly IList<Node> steps;
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int step = 0;
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/// <summary>
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/// Index the next recorded step will be given. It equals <see cref="StepLimit"/> exactly at the
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/// point the limit is about to halt the pipeline, so a caller unwinding for a different reason
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/// can tell whether it is standing on the step a replay was aiming for.
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/// </summary>
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public int CurrentStep => step;
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public Stepper()
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{
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steps = new List<Node>();
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groups = new Stack<Node>();
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}
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/// <summary>
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/// Call this method immediately before performing a transform step.
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/// Used for debugging the IL transforms. Has no effect in release mode.
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///
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/// May throw <see cref="StepLimitReachedException"/> in debug mode.
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/// </summary>
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[DebuggerStepThrough]
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public Node Step(string description, DebugStepNodeInfo? modifiedNode = null)
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{
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object? node = modifiedNode?.Node;
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var stepNode = new Node($"{step}: {description}") {
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Position = node,
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ModifiedNode = node,
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BeginStep = step,
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EndStep = step + 1
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};
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// Record highlight candidates before the limit-reached check below can throw: the debug-step
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// view halts the pipeline at the selected step, so that step would otherwise carry no
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// candidates and the "show state before" view could not locate the change.
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if (modifiedNode is { } info)
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{
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stepNode.RecordModifiedNode(info);
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}
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if (step == StepLimit)
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{
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LimitReachedStep = stepNode;
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if (IsDebug)
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Debugger.Break();
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else
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throw new StepLimitReachedException();
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}
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var p = groups.PeekOrDefault();
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if (p != null)
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p.Children.Add(stepNode);
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else
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steps.Add(stepNode);
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LastStep = stepNode;
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step++;
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return stepNode;
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}
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[DebuggerStepThrough]
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public Node StartGroup(string description, DebugStepNodeInfo? modifiedNode = null)
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{
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var stepNode = Step(description, modifiedNode);
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groups.Push(stepNode);
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return stepNode;
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}
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public Node? GetStepByBeginStep(int beginStep)
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{
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return FindStep(steps, beginStep);
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static Node? FindStep(IEnumerable<Node> nodes, int beginStep)
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{
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foreach (var node in nodes)
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{
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if (node.BeginStep == beginStep)
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return node;
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var child = FindStep(node.Children, beginStep);
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if (child != null)
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return child;
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}
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return null;
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}
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}
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/// <summary>
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/// Closes every group that is still open, e.g. after an exception unwound out of the transform
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/// that started them. Without this, everything recorded afterwards is filed as a child of the
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/// group that failed, and that group's <see cref="Node.EndStep"/> still points at its own start,
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/// so replaying "the state after this step" lands on the wrong step.
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/// The groups are kept even when empty: a group that recorded nothing before it was abandoned is
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/// precisely the one worth seeing, and <see cref="EndGroup"/>'s removal path expects the group to
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/// still be the last entry of its parent, which an unwind cannot guarantee.
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/// Closing stops at <paramref name="targetDepth"/>, which every caller must state: a group that
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/// was already open before the
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/// unwinding code ran belongs to whoever opened it, not to the unwind.
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/// </summary>
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public void EndOpenGroups(int targetDepth)
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{
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while (groups.Count > targetDepth)
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EndGroup(keepIfEmpty: true);
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}
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/// <summary>
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/// How many groups are currently open. Take it before entering code that may unwind, and hand
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/// it back to <see cref="EndOpenGroups"/> so only the groups that code opened are closed.
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/// </summary>
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public int GroupDepth => groups.Count;
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public void EndGroup(bool keepIfEmpty = false)
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{
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var node = groups.Pop();
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if (!keepIfEmpty && node.Children.Count == 0)
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{
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var col = groups.PeekOrDefault()?.Children ?? steps;
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Debug.Assert(col.Last() == node);
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col.RemoveAt(col.Count - 1);
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}
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node.EndStep = step;
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}
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}
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/// <summary>
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/// Annotation attached to a step's modified node so the debug-step highlighter can still locate
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/// that node's rendered range after a later transform copies its annotations onto a replacement
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/// (via CopyAnnotationsFrom). This is the only annotation the UI bridges to a text range; indexing
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/// every annotation would add dead keys and let shared ones collide by identity.
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/// </summary>
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public sealed class DebugStepMarker
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{
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}
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}
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