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// Copyright (c) 2018 Siegfried Pammer
//
// 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;
using System.Diagnostics;
using System.Linq;
using ICSharpCode.Decompiler.IL.ControlFlow;
using ICSharpCode.Decompiler.IL.Transforms;
using ICSharpCode.Decompiler.Util;
namespace ICSharpCode.Decompiler.IL
{
/// <summary>
/// Improves code quality by duplicating keyword exits to reduce nesting and restoring IL order.
/// </summary>
/// <remarks>
/// ConditionDetection and DetectSwitchBody both have aggressive inlining policies for else blocks and default cases respectively.
/// This can lead to excessive indentation when the entire rest of the method/loop is included in the else block/default case.
/// When an If/SwitchInstruction is followed immediately by a keyword exit, the exit can be moved into the child blocks
/// allowing the else block or default case to be moved after the if/switch as all prior cases exit.
/// Most importantly, this transformatino does not change the IL order of any code.
///
/// ConditionDetection also has a block exit priority system to assist exit point reduction which in some cases ignores IL order.
/// After HighLevelLoopTransform has run, all structures have been detected and preference can be returned to maintaining IL ordering.
/// </remarks>
public class ReduceNestingTransform : IILTransform
{
private ILTransformContext context;
public void Run(ILFunction function, ILTransformContext context)
{
this.context = context;
Visit((BlockContainer)function.Body, null);
foreach (var node in function.Descendants.OfType<TryFinally>()) {
EliminateRedundantTryFinally(node, context);
}
}
private void Visit(BlockContainer container, Block continueTarget)
{
switch (container.Kind) {
case ContainerKind.Loop:
case ContainerKind.While:
continueTarget = container.EntryPoint;
break;
case ContainerKind.DoWhile:
case ContainerKind.For:
continueTarget = container.Blocks.Last();
break;
}
for (int i = 0; i < container.Blocks.Count; i++) {
var block = container.Blocks[i];
// Note: it's possible for additional blocks to be appended to the container
// by the Visit() call; but there should be no other changes to the Blocks collection.
Visit(block, continueTarget);
Debug.Assert(container.Blocks[i] == block);
}
}
/// <summary>
/// Visits a block in context
/// </summary>
/// <param name="block"></param>
/// <param name="continueTarget">Marks the target block of continue statements.</param>
/// <param name="nextInstruction">The instruction following the end point of the block. Can only be null if the end point is unreachable.</param>
private void Visit(Block block, Block continueTarget, ILInstruction nextInstruction = null)
{
Debug.Assert(block.HasFlag(InstructionFlags.EndPointUnreachable) || nextInstruction != null);
// process each instruction in the block.
for (int i = 0; i < block.Instructions.Count; i++) {
// Transformations may be applied to the current and following instructions but already processed instructions will not be changed
var inst = block.Instructions[i];
// the next instruction to be executed. Transformations will change the next instruction, so this is a method instead of a variable
ILInstruction NextInsn() => i + 1 < block.Instructions.Count ? block.Instructions[i + 1] : nextInstruction;
switch (inst) {
case BlockContainer container:
// visit the contents of the container
Visit(container, continueTarget);
// reduce nesting in switch blocks
if (container.Kind == ContainerKind.Switch &&
CanDuplicateExit(NextInsn(), continueTarget) &&
ReduceSwitchNesting(block, container, NextInsn())) {
RemoveRedundantExit(block, nextInstruction);
}
break;
case IfInstruction ifInst:
ImproveILOrdering(block, ifInst);
// reduce nesting in if/else blocks
if (CanDuplicateExit(NextInsn(), continueTarget) && ReduceNesting(block, ifInst, NextInsn()))
RemoveRedundantExit(block, nextInstruction);
// visit content blocks
if (ifInst.TrueInst is Block trueBlock)
Visit(trueBlock, continueTarget, NextInsn());
if (ifInst.FalseInst is Block falseBlock) {
if (ifInst.TrueInst.HasFlag(InstructionFlags.EndPointUnreachable)) {
ExtractElseBlock(ifInst);
break;
}
Visit(falseBlock, continueTarget, NextInsn());
}
break;
}
}
}
/// <summary>
/// For an if statement with an unreachable end point and no else block,
/// inverts to match IL order of the first statement of each branch
/// </summary>
private void ImproveILOrdering(Block block, IfInstruction ifInst)
{
if (!block.HasFlag(InstructionFlags.EndPointUnreachable)
|| !ifInst.TrueInst.HasFlag(InstructionFlags.EndPointUnreachable)
|| !ifInst.FalseInst.MatchNop())
return;
Debug.Assert(ifInst != block.Instructions.Last());
var trueRangeStart = ConditionDetection.GetStartILOffset(ifInst.TrueInst, out bool trueRangeIsEmpty);
var falseRangeStart = ConditionDetection.GetStartILOffset(block.Instructions[block.Instructions.IndexOf(ifInst)+1], out bool falseRangeIsEmpty);
if (!trueRangeIsEmpty && !falseRangeIsEmpty && falseRangeStart < trueRangeStart)
ConditionDetection.InvertIf(block, ifInst, context);
}
/// <summary>
/// Reduce Nesting in if/else statements by duplicating an exit instruction.
/// Does not affect IL order
/// </summary>
private bool ReduceNesting(Block block, IfInstruction ifInst, ILInstruction exitInst)
{
// start tallying stats for heuristics from then and else-if blocks
int maxStatements = 0, maxDepth = 0;
UpdateStats(ifInst.TrueInst, ref maxStatements, ref maxDepth);
// if (cond) { ... } exit;
if (ifInst.FalseInst.MatchNop()) {
// a separate heuristic tp ShouldReduceNesting as there is visual balancing to be performed based on number of statments
if (maxDepth < 2)
return false;
// ->
// if (!cond) exit;
// ...; exit;
EnsureEndPointUnreachable(ifInst.TrueInst, exitInst);
EnsureEndPointUnreachable(block, exitInst);
ConditionDetection.InvertIf(block, ifInst, context);
return true;
}
// else-if trees are considered as a single group from the root IfInstruction
if (GetElseIfParent(ifInst) != null)
return false;
// find the else block and tally stats for each else-if block
while (Block.Unwrap(ifInst.FalseInst) is IfInstruction elseIfInst) {
UpdateStats(elseIfInst.TrueInst, ref maxStatements, ref maxDepth);
ifInst = elseIfInst;
}
if (!ShouldReduceNesting(ifInst.FalseInst, maxStatements, maxDepth))
return false;
// extract the else block and insert exit points all the way up the else-if tree
do {
var elseIfInst = GetElseIfParent(ifInst);
// if (cond) { ... } else { ... } exit;
// ->
// if (cond) { ...; exit; }
// ...; exit;
EnsureEndPointUnreachable(ifInst.TrueInst, exitInst);
if (ifInst.FalseInst.HasFlag(InstructionFlags.EndPointUnreachable)) {
Debug.Assert(ifInst.HasFlag(InstructionFlags.EndPointUnreachable));
Debug.Assert(ifInst.Parent == block);
int removeAfter = ifInst.ChildIndex + 1;
if (removeAfter < block.Instructions.Count) {
// Remove all instructions that ended up dead
// (this should just be exitInst itself)
Debug.Assert(block.Instructions.SecondToLastOrDefault() == ifInst);
Debug.Assert(block.Instructions.Last() == exitInst);
block.Instructions.RemoveRange(removeAfter, block.Instructions.Count - removeAfter);
}
}
ExtractElseBlock(ifInst);
ifInst = elseIfInst;
} while (ifInst != null);
return true;
}
/// <summary>
/// Reduce Nesting in switch statements by replacing break; in cases with the block exit, and extracting the default case
/// Does not affect IL order
/// </summary>
private bool ReduceSwitchNesting(Block parentBlock, BlockContainer switchContainer, ILInstruction exitInst)
{
// break; from outer container cannot be brought inside the switch as the meaning would change
if (exitInst is Leave leave && !leave.IsLeavingFunction)
return false;
// find the default section, and ensure it has only one incoming edge
var switchInst = (SwitchInstruction)switchContainer.EntryPoint.Instructions.Single();
var defaultSection = switchInst.Sections.MaxBy(s => s.Labels.Count());
if (!defaultSection.Body.MatchBranch(out var defaultBlock) || defaultBlock.IncomingEdgeCount != 1)
return false;
if (defaultBlock.Parent != switchContainer)
return false;
// tally stats for heuristic from each case block
int maxStatements = 0, maxDepth = 0;
foreach (var section in switchInst.Sections)
if (section != defaultSection && section.Body.MatchBranch(out var caseBlock) && caseBlock.Parent == switchContainer)
UpdateStats(caseBlock, ref maxStatements, ref maxDepth);
if (!ShouldReduceNesting(defaultBlock, maxStatements, maxDepth))
return false;
Debug.Assert(defaultBlock.HasFlag(InstructionFlags.EndPointUnreachable));
// ensure the default case dominator tree has no exits (branches to other cases)
var cfg = new ControlFlowGraph(switchContainer, context.CancellationToken);
var defaultNode = cfg.GetNode(defaultBlock);
var defaultTree = TreeTraversal.PreOrder(defaultNode, n => n.DominatorTreeChildren).ToList();
if (defaultTree.SelectMany(n => n.Successors).Any(n => !defaultNode.Dominates(n)))
return false;
if (defaultTree.Count > 1 && !(parentBlock.Parent is BlockContainer))
return false;
context.Step("Extract default case of switch", switchContainer);
// replace all break; statements with the exitInst
var leaveInstructions = switchContainer.Descendants.Where(inst => inst.MatchLeave(switchContainer));
foreach (var leaveInst in leaveInstructions.ToArray())
leaveInst.ReplaceWith(exitInst.Clone());
// replace the default section branch with a break;
defaultSection.Body.ReplaceWith(new Leave(switchContainer));
// remove all default blocks from the switch container
var defaultBlocks = defaultTree.Select(c => (Block)c.UserData).ToList();
foreach (var block in defaultBlocks)
switchContainer.Blocks.Remove(block);
// replace the parent block exit with the default case instructions
if (parentBlock.Instructions.Last() == exitInst) {
parentBlock.Instructions.RemoveLast();
}
// Note: even though we don't check that the switchContainer is near the end of the block,
// we know this must be the case because we know "exitInst" is a leave/branch and directly
// follows the switchContainer.
Debug.Assert(parentBlock.Instructions.Last() == switchContainer);
parentBlock.Instructions.AddRange(defaultBlock.Instructions);
// add any additional blocks from the default case to the parent container
Debug.Assert(defaultBlocks[0] == defaultBlock);
if (defaultBlocks.Count > 1) {
var parentContainer = (BlockContainer)parentBlock.Parent;
int insertAt = parentContainer.Blocks.IndexOf(parentBlock) + 1;
foreach (var block in defaultBlocks.Skip(1))
parentContainer.Blocks.Insert(insertAt++, block);
}
return true;
}
/// <summary>
/// Checks if an exit is a duplicable keyword exit (return; break; continue;)
/// </summary>
private bool CanDuplicateExit(ILInstruction exit, Block continueTarget) =>
exit != null && (exit is Leave leave && leave.Value.MatchNop() || exit.MatchBranch(continueTarget));
/// <summary>
/// Ensures the end point of a block is unreachable by duplicating and appending the [exit] instruction following the end point
/// </summary>
/// <param name="inst">The instruction/block of interest</param>
/// <param name="fallthroughExit">The next instruction to be executed (provided inst does not exit)</param>
private void EnsureEndPointUnreachable(ILInstruction inst, ILInstruction fallthroughExit)
{
if (!(inst is Block block)) {
Debug.Assert(inst.HasFlag(InstructionFlags.EndPointUnreachable));
return;
}
if (!block.HasFlag(InstructionFlags.EndPointUnreachable)) {
context.Step("Duplicate block exit", fallthroughExit);
block.Instructions.Add(fallthroughExit.Clone());
}
}
/// <summary>
/// Removes a redundant block exit instruction.
/// </summary>
private void RemoveRedundantExit(Block block, ILInstruction implicitExit)
{
if (block.Instructions.Last().Match(implicitExit).Success) {
context.Step("Remove redundant exit", block.Instructions.Last());
block.Instructions.RemoveLast();
}
}
/// <summary>
/// Determines if an IfInstruction is an else-if and returns the preceeding (parent) IfInstruction
///
/// [else-]if (parent-cond) else { ifInst }
/// </summary>
private IfInstruction GetElseIfParent(IfInstruction ifInst)
{
Debug.Assert(ifInst.Parent is Block);
if (Block.Unwrap(ifInst.Parent) == ifInst && // only instruction in block
ifInst.Parent.Parent is IfInstruction elseIfInst && // parent of block is an IfInstruction
elseIfInst.FalseInst == ifInst.Parent) // part of the false branch not the true branch
return elseIfInst;
return null;
}
/// <summary>
/// Adds a code path to the current heuristic tally
/// </summary>
private void UpdateStats(ILInstruction inst, ref int maxStatements, ref int maxDepth)
{
int numStatements = 0;
ComputeStats(inst, ref numStatements, ref maxDepth, 0);
maxStatements = Math.Max(numStatements, maxStatements);
}
/// <summary>
/// Recursively computes the number of statements and maximum nested depth of an instruction
/// </summary>
private void ComputeStats(ILInstruction inst, ref int numStatements, ref int maxDepth, int currentDepth)
{
switch (inst) {
case Block block:
foreach (var i in block.Instructions)
ComputeStats(i, ref numStatements, ref maxDepth, currentDepth);
break;
case BlockContainer container:
numStatements++; // one statement for the container head (switch/loop)
var containerBody = container.EntryPoint;
if (container.Kind == ContainerKind.For || container.Kind == ContainerKind.While) {
if (!container.MatchConditionBlock(container.EntryPoint, out _, out containerBody))
throw new NotSupportedException("Invalid condition block in loop.");
}
// add the nested body
ComputeStats(containerBody, ref numStatements, ref maxDepth, currentDepth + 1);
break;
case IfInstruction ifInst:
numStatements++; // one statement for the if/condition itself
// nested then instruction
ComputeStats(ifInst.TrueInst, ref numStatements, ref maxDepth, currentDepth + 1);
// include all nested else-if instructions at the same depth
var elseInst = ifInst.FalseInst;
while (Block.Unwrap(elseInst) is IfInstruction elseIfInst) {
numStatements++;
ComputeStats(elseIfInst.TrueInst, ref numStatements, ref maxDepth, currentDepth + 1);
elseInst = elseIfInst.FalseInst;
}
// include all nested else instruction
ComputeStats(elseInst, ref numStatements, ref maxDepth, currentDepth + 1);
break;
case SwitchInstruction switchInst:
// one statement per case label
numStatements += switchInst.Sections.Count + 1;
// add all the case blocks at the current depth
// most formatters indent switch blocks twice, but we don't want this heuristic to be based on formatting
// so we remain conservative and only include the increase in depth from the container and not the labels
foreach (var section in switchInst.Sections)
if (section.Body.MatchBranch(out var caseBlock) && caseBlock.Parent == switchInst.Parent.Parent)
ComputeStats(caseBlock, ref numStatements, ref maxDepth, currentDepth);
break;
default:
// just a regular statement
numStatements++;
if (currentDepth > maxDepth)
maxDepth = currentDepth;
break;
}
}
/// <summary>
/// Heuristic to determine whether it is worth duplicating exits into the preceeding sibling blocks (then/else-if/case)
/// in order to reduce the nesting of inst by 1
/// </summary>
/// <param name="inst">The instruction heading the nested candidate block</param>
/// <param name="maxStatements">The number of statements in the largest sibling block</param>
/// <param name="maxDepth">The relative depth of the most nested statement in the sibling blocks</param>
/// <returns></returns>
private bool ShouldReduceNesting(ILInstruction inst, int maxStatements, int maxDepth)
{
int maxStatements2 = 0, maxDepth2 = 0;
UpdateStats(inst, ref maxStatements2, ref maxDepth2);
// if the max depth is 2, always reduce nesting (total depth 3 or more)
// if the max depth is 1, reduce nesting if this block is the largest
// otherwise reduce nesting only if this block is twice as large as any other
return maxDepth2 >= 2 || maxDepth2 >= 1 && maxStatements2 > maxStatements || maxStatements2 >= 2*maxStatements;
}
/// <summary>
/// if (cond) { ...; exit; } else { ... }
/// ...;
/// ->
/// if (cond) { ...; exit; }
/// ...;
/// ...;
/// </summary>
/// <param name="ifInst"></param>
private void ExtractElseBlock(IfInstruction ifInst)
{
Debug.Assert(ifInst.TrueInst.HasFlag(InstructionFlags.EndPointUnreachable));
var block = (Block)ifInst.Parent;
var falseBlock = (Block)ifInst.FalseInst;
context.Step("Extract else block", ifInst);
int insertAt = block.Instructions.IndexOf(ifInst) + 1;
for (int i = 0; i < falseBlock.Instructions.Count; i++)
block.Instructions.Insert(insertAt++, falseBlock.Instructions[i]);
ifInst.FalseInst = new Nop();
}
private void EliminateRedundantTryFinally(TryFinally tryFinally, ILTransformContext context)
{
/* The C# compiler sometimes generates try-finally structures for fixed statements.
After our transforms runs, these are redundant and can be removed.
.try BlockContainer {
Block IL_001a (incoming: 1) {
PinnedRegion ...
}
} finally BlockContainer {
Block IL_003e (incoming: 1) {
leave IL_003e (nop)
}
}
==> PinnedRegion
*/
if (!(tryFinally.FinallyBlock is BlockContainer finallyContainer))
return;
if (!finallyContainer.SingleInstruction().MatchLeave(finallyContainer))
return;
// Finally is empty and redundant. But we'll delete the block only if there's a PinnedRegion.
if (!(tryFinally.TryBlock is BlockContainer tryContainer))
return;
if (tryContainer.SingleInstruction() is PinnedRegion pinnedRegion) {
context.Step("Removing try-finally around PinnedRegion", pinnedRegion);
tryFinally.ReplaceWith(pinnedRegion);
}
}
}
}