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