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							176 lines
						
					
					
						
							6.8 KiB
						
					
					
				// 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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 | 
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using System.Collections.Generic; | 
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 | 
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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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				if (PerformMatchSequence(patterns, ref listMatch, ref match)) { | 
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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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		 | 
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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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				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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		 | 
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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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			 | 
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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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		 | 
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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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		 | 
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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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		 | 
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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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		 | 
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		List<SavePoint> backtrackingStack; | 
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		Stack<int> restoreStack; | 
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		 | 
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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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		 | 
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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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		 | 
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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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		 | 
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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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				backtrackingStack[i].stack.Push(data); | 
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			} | 
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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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		 | 
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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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