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6502bench/SourceGen/PlatformSymbols.cs

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/*
* Copyright 2019 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text.RegularExpressions;
using CommonUtil;
namespace SourceGen {
/// <summary>
/// Loads and maintains a collection of platform-specific symbols from a ".sym65" file.
/// </summary>
public class PlatformSymbols : IEnumerable<Symbol> {
public const string FILENAME_EXT = ".sym65";
Add ability to "erase" previously-defined platform symbols While disassembling some code I found that I wanted the ROM entry points, but the zero page usage was significantly different and the ROM labels were distracting. Splitting the symbol file in two was a possibility, but I'm afraid this will lead to a very large collection of very small files, and we'll lose any sense of relation between the ROM entry points and the ZP addresses used to pass arguments. Platform symbols have the lowest priority when resolving by address, but using that to hide the unwanted labels requires creating project symbols or local variables for things that you might not know what they do yet. It's possible to hide a platform symbol by adding another symbol with the same label and an invalid value. This change formalizes and extends the "hiding" of platform symbols to full erasure, so that they don't clutter up the symbol table. This also tightens up the platform symbol parser to only accept values in the range 0 <= value <= 0x00ffffff (24-bit positive integers). An "F8-ROM-nozp" symbol file is now part of the standard set. A project can include that to erase the zero-page definitions. (I'm not entirely convinced this is the right approach, so I'm not doing this treatment on other symbol files... consider this an experiment. Another approach would be some sort of conditional inclusion, or perhaps erase-by-tag, but that requires some UI work in the app to define what you want included or excluded.)
2019-10-27 17:54:42 +00:00
private const string ERASE_VALUE_STR = "ERASE";
public const int ERASE_VALUE = -1;
public static readonly string FILENAME_FILTER = Res.Strings.FILE_FILTER_SYM65;
/// <summary>
/// Regex pattern for symbol definition in platform symbol file.
///
/// Alphanumeric ASCII + underscore for label, which must start at beginning of line.
/// Value is somewhat arbitrary, but ends if we see a comment delimiter (semicolon) or
/// whitespace. Spaces are allowed between tokens, but not required. Value, width,
2019-10-28 04:29:44 +00:00
/// and mask may be hex, decimal, or binary; these are simply tokenized by regex.
///
/// Looks like:
/// NAME {@,=,<,>} VALUE [WIDTH] [;COMMENT]
///
/// Regex output groups are:
/// 1. NAME (2+ alphanumeric or underscore, cannot start with number)
/// 2. type/direction char
/// 3. VALUE (can be any non-whitespace)
/// 4. optional: WIDTH (can be any non-whitespace)
/// 5. optional: COMMENT with leading ';'
/// </summary>
/// <remarks>
/// If you want to make sense of this, I highly recommend https://regex101.com/ .
/// </remarks>
private const string SYMBOL_PATTERN =
@"^([A-Za-z_][A-Za-z0-9_]+)\s*([@=<>])\s*([^\s;]+)\s*([^\s;]+)?\s*(;.*)?$";
private static Regex sNameValueRegex = new Regex(SYMBOL_PATTERN);
private const int GROUP_NAME = 1;
private const int GROUP_TYPE = 2;
private const int GROUP_VALUE = 3;
private const int GROUP_WIDTH = 4;
private const int GROUP_COMMENT = 5;
/// <summary>
/// Regex pattern for mask definition in platform symbol file. This mostly just
/// performs tokenization. Syntax and validity checking is done later.
///
/// Looks like:
/// CMP_MASK CMP_VALUE ADDR_MASK [;COMMENT]
/// </summary>
private const string MULTI_MASK_PATTERN =
@"^\s*([^\s]+)\s*([^\s]+)\s*([^\s;]+)\s*(;.*)?$";
private static Regex sMaskRegex = new Regex(MULTI_MASK_PATTERN);
private const string MULTI_MASK_CMD = "*MULTI_MASK";
private const string TAG_CMD = "*TAG";
/// <summary>
/// List of symbols. We keep them sorted by label because labels must be unique.
/// </summary>
private SortedList<string, Symbol> mSymbols =
new SortedList<string, Symbol>(Asm65.Label.LABEL_COMPARER);
public PlatformSymbols() { }
// IEnumerable
public IEnumerator<Symbol> GetEnumerator() {
return mSymbols.Values.GetEnumerator();
}
// IEnumerable
IEnumerator IEnumerable.GetEnumerator() {
return mSymbols.Values.GetEnumerator();
}
public bool ContainsKey(string label) {
return mSymbols.ContainsKey(label);
}
/// <summary>
/// Loads platform symbols.
/// </summary>
Allow explicit widths in project/platform symbols, part 3 Implement multi-byte project/platform symbols by filling out a table of addresses. Each symbol is "painted" into the table, replacing an existing entry if the new entry has higher priority. This allows us to handle overlapping entries, giving boosted priority to platform symbols that are defined in .sym65 files loaded later. The bounds on project/platform symbols are now rigidly defined. If the "nearby" feature is enabled, references to SYM-1 will be picked up, but we won't go hunting for SYM+1 unless the symbol is at least two bytes wide. The cost of adding a symbol to the symbol table is about the same, but we don't have a quick way to remove a symbol. Previously, if two platform symbols had the same value, the symbol with the alphabetically lowest label would win. Now, the symbol defined in the most-recently-loaded file wins. (If you define two symbols with the same value in the same file, it's still resolved alphabetically.) This allows the user to pick the winner by arranging the load order of the platform symbol files. Platform symbols now keep a reference to the file ident of the symbol file that defined them, so we can show the symbols's source in the Info panel. These changes altered the behavior of test 2008-address-changes, which includes some tests on external addresses that are close to labeled internal addresses. The previous behavior essentially treated user labels as being 3 bytes wide and extending outside the file bounds, which was mildly convenient on occasion but felt a little skanky. (We could do with a way to define external symbols relative to internal symbols, for things like the source address of code that gets relocated.) Also, re-enabled some unit tests. Also, added a bit of identifying stuff to CrashLog.txt.
2019-10-02 23:26:05 +00:00
/// <param name="fileIdent">External file identifier of symbol file.</param>
/// <param name="projectDir">Full path to project directory.</param>
Allow explicit widths in project/platform symbols, part 3 Implement multi-byte project/platform symbols by filling out a table of addresses. Each symbol is "painted" into the table, replacing an existing entry if the new entry has higher priority. This allows us to handle overlapping entries, giving boosted priority to platform symbols that are defined in .sym65 files loaded later. The bounds on project/platform symbols are now rigidly defined. If the "nearby" feature is enabled, references to SYM-1 will be picked up, but we won't go hunting for SYM+1 unless the symbol is at least two bytes wide. The cost of adding a symbol to the symbol table is about the same, but we don't have a quick way to remove a symbol. Previously, if two platform symbols had the same value, the symbol with the alphabetically lowest label would win. Now, the symbol defined in the most-recently-loaded file wins. (If you define two symbols with the same value in the same file, it's still resolved alphabetically.) This allows the user to pick the winner by arranging the load order of the platform symbol files. Platform symbols now keep a reference to the file ident of the symbol file that defined them, so we can show the symbols's source in the Info panel. These changes altered the behavior of test 2008-address-changes, which includes some tests on external addresses that are close to labeled internal addresses. The previous behavior essentially treated user labels as being 3 bytes wide and extending outside the file bounds, which was mildly convenient on occasion but felt a little skanky. (We could do with a way to define external symbols relative to internal symbols, for things like the source address of code that gets relocated.) Also, re-enabled some unit tests. Also, added a bit of identifying stuff to CrashLog.txt.
2019-10-02 23:26:05 +00:00
/// <param name="loadOrdinal">Platform file load order.</param>
/// <param name="report">Report of warnings and errors.</param>
/// <returns>True on success (no errors), false on failure.</returns>
Allow explicit widths in project/platform symbols, part 3 Implement multi-byte project/platform symbols by filling out a table of addresses. Each symbol is "painted" into the table, replacing an existing entry if the new entry has higher priority. This allows us to handle overlapping entries, giving boosted priority to platform symbols that are defined in .sym65 files loaded later. The bounds on project/platform symbols are now rigidly defined. If the "nearby" feature is enabled, references to SYM-1 will be picked up, but we won't go hunting for SYM+1 unless the symbol is at least two bytes wide. The cost of adding a symbol to the symbol table is about the same, but we don't have a quick way to remove a symbol. Previously, if two platform symbols had the same value, the symbol with the alphabetically lowest label would win. Now, the symbol defined in the most-recently-loaded file wins. (If you define two symbols with the same value in the same file, it's still resolved alphabetically.) This allows the user to pick the winner by arranging the load order of the platform symbol files. Platform symbols now keep a reference to the file ident of the symbol file that defined them, so we can show the symbols's source in the Info panel. These changes altered the behavior of test 2008-address-changes, which includes some tests on external addresses that are close to labeled internal addresses. The previous behavior essentially treated user labels as being 3 bytes wide and extending outside the file bounds, which was mildly convenient on occasion but felt a little skanky. (We could do with a way to define external symbols relative to internal symbols, for things like the source address of code that gets relocated.) Also, re-enabled some unit tests. Also, added a bit of identifying stuff to CrashLog.txt.
2019-10-02 23:26:05 +00:00
public bool LoadFromFile(string fileIdent, string projectDir, int loadOrdinal,
out FileLoadReport report) {
report = new FileLoadReport(fileIdent);
ExternalFile ef = ExternalFile.CreateFromIdent(fileIdent);
if (ef == null) {
report.Add(FileLoadItem.Type.Error,
CommonUtil.Properties.Resources.ERR_FILE_NOT_FOUND + ": " + fileIdent);
return false;
}
string pathName = ef.GetPathName(projectDir);
if (pathName == null) {
report.Add(FileLoadItem.Type.Error,
Res.Strings.ERR_BAD_IDENT + ": " + fileIdent);
return false;
}
Allow explicit widths in project/platform symbols, part 3 Implement multi-byte project/platform symbols by filling out a table of addresses. Each symbol is "painted" into the table, replacing an existing entry if the new entry has higher priority. This allows us to handle overlapping entries, giving boosted priority to platform symbols that are defined in .sym65 files loaded later. The bounds on project/platform symbols are now rigidly defined. If the "nearby" feature is enabled, references to SYM-1 will be picked up, but we won't go hunting for SYM+1 unless the symbol is at least two bytes wide. The cost of adding a symbol to the symbol table is about the same, but we don't have a quick way to remove a symbol. Previously, if two platform symbols had the same value, the symbol with the alphabetically lowest label would win. Now, the symbol defined in the most-recently-loaded file wins. (If you define two symbols with the same value in the same file, it's still resolved alphabetically.) This allows the user to pick the winner by arranging the load order of the platform symbol files. Platform symbols now keep a reference to the file ident of the symbol file that defined them, so we can show the symbols's source in the Info panel. These changes altered the behavior of test 2008-address-changes, which includes some tests on external addresses that are close to labeled internal addresses. The previous behavior essentially treated user labels as being 3 bytes wide and extending outside the file bounds, which was mildly convenient on occasion but felt a little skanky. (We could do with a way to define external symbols relative to internal symbols, for things like the source address of code that gets relocated.) Also, re-enabled some unit tests. Also, added a bit of identifying stuff to CrashLog.txt.
2019-10-02 23:26:05 +00:00
// These files shouldn't be enormous. Just read the entire thing into a string array.
string[] lines;
try {
lines = File.ReadAllLines(pathName);
} catch (IOException ioe) {
Debug.WriteLine("Platform symbol load failed: " + ioe);
report.Add(FileLoadItem.Type.Error,
CommonUtil.Properties.Resources.ERR_FILE_NOT_FOUND + ": " + pathName);
return false;
}
string tag = string.Empty;
DefSymbol.MultiAddressMask multiMask = null;
int lineNum = 0;
foreach (string line in lines) {
lineNum++; // first line is line 1, says Vim and VisualStudio
if (string.IsNullOrEmpty(line) || line[0] == ';') {
// ignore
} else if (line[0] == '*') {
if (line.StartsWith(TAG_CMD)) {
tag = ParseTag(line);
} else if (line.StartsWith(MULTI_MASK_CMD)) {
if (!ParseMask(line, out multiMask, out string badMaskMsg)) {
report.Add(lineNum, FileLoadItem.NO_COLUMN, FileLoadItem.Type.Warning,
badMaskMsg);
}
//Debug.WriteLine("Mask is now " + mask.ToString("x6"));
} else {
// Do something clever with *SYNOPSIS?
Debug.WriteLine("Ignoring CMD: " + line);
}
} else {
MatchCollection matches = sNameValueRegex.Matches(line);
if (matches.Count == 1) {
// Our label regex is the same as Asm65.Label's definition; no need
// for further validation on the label.
string label = matches[0].Groups[GROUP_NAME].Value;
char typeAndDir = matches[0].Groups[GROUP_TYPE].Value[0];
bool isConst = (typeAndDir == '=');
DefSymbol.DirectionFlags direction = DefSymbol.DirectionFlags.ReadWrite;
if (typeAndDir == '<') {
direction = DefSymbol.DirectionFlags.Read;
} else if (typeAndDir == '>') {
direction = DefSymbol.DirectionFlags.Write;
}
Add ability to "erase" previously-defined platform symbols While disassembling some code I found that I wanted the ROM entry points, but the zero page usage was significantly different and the ROM labels were distracting. Splitting the symbol file in two was a possibility, but I'm afraid this will lead to a very large collection of very small files, and we'll lose any sense of relation between the ROM entry points and the ZP addresses used to pass arguments. Platform symbols have the lowest priority when resolving by address, but using that to hide the unwanted labels requires creating project symbols or local variables for things that you might not know what they do yet. It's possible to hide a platform symbol by adding another symbol with the same label and an invalid value. This change formalizes and extends the "hiding" of platform symbols to full erasure, so that they don't clutter up the symbol table. This also tightens up the platform symbol parser to only accept values in the range 0 <= value <= 0x00ffffff (24-bit positive integers). An "F8-ROM-nozp" symbol file is now part of the standard set. A project can include that to erase the zero-page definitions. (I'm not entirely convinced this is the right approach, so I'm not doing this treatment on other symbol files... consider this an experiment. Another approach would be some sort of conditional inclusion, or perhaps erase-by-tag, but that requires some UI work in the app to define what you want included or excluded.)
2019-10-27 17:54:42 +00:00
string badParseMsg;
int value, numBase;
bool parseOk;
Add ability to "erase" previously-defined platform symbols While disassembling some code I found that I wanted the ROM entry points, but the zero page usage was significantly different and the ROM labels were distracting. Splitting the symbol file in two was a possibility, but I'm afraid this will lead to a very large collection of very small files, and we'll lose any sense of relation between the ROM entry points and the ZP addresses used to pass arguments. Platform symbols have the lowest priority when resolving by address, but using that to hide the unwanted labels requires creating project symbols or local variables for things that you might not know what they do yet. It's possible to hide a platform symbol by adding another symbol with the same label and an invalid value. This change formalizes and extends the "hiding" of platform symbols to full erasure, so that they don't clutter up the symbol table. This also tightens up the platform symbol parser to only accept values in the range 0 <= value <= 0x00ffffff (24-bit positive integers). An "F8-ROM-nozp" symbol file is now part of the standard set. A project can include that to erase the zero-page definitions. (I'm not entirely convinced this is the right approach, so I'm not doing this treatment on other symbol files... consider this an experiment. Another approach would be some sort of conditional inclusion, or perhaps erase-by-tag, but that requires some UI work in the app to define what you want included or excluded.)
2019-10-27 17:54:42 +00:00
string valueStr = matches[0].Groups[GROUP_VALUE].Value;
if (isConst) {
// Allow various numeric options, and preserve the value. We
// don't limit the value range.
Add ability to "erase" previously-defined platform symbols While disassembling some code I found that I wanted the ROM entry points, but the zero page usage was significantly different and the ROM labels were distracting. Splitting the symbol file in two was a possibility, but I'm afraid this will lead to a very large collection of very small files, and we'll lose any sense of relation between the ROM entry points and the ZP addresses used to pass arguments. Platform symbols have the lowest priority when resolving by address, but using that to hide the unwanted labels requires creating project symbols or local variables for things that you might not know what they do yet. It's possible to hide a platform symbol by adding another symbol with the same label and an invalid value. This change formalizes and extends the "hiding" of platform symbols to full erasure, so that they don't clutter up the symbol table. This also tightens up the platform symbol parser to only accept values in the range 0 <= value <= 0x00ffffff (24-bit positive integers). An "F8-ROM-nozp" symbol file is now part of the standard set. A project can include that to erase the zero-page definitions. (I'm not entirely convinced this is the right approach, so I'm not doing this treatment on other symbol files... consider this an experiment. Another approach would be some sort of conditional inclusion, or perhaps erase-by-tag, but that requires some UI work in the app to define what you want included or excluded.)
2019-10-27 17:54:42 +00:00
parseOk = Asm65.Number.TryParseInt(valueStr, out value, out numBase);
badParseMsg =
CommonUtil.Properties.Resources.ERR_INVALID_NUMERIC_CONSTANT;
Add ability to "erase" previously-defined platform symbols While disassembling some code I found that I wanted the ROM entry points, but the zero page usage was significantly different and the ROM labels were distracting. Splitting the symbol file in two was a possibility, but I'm afraid this will lead to a very large collection of very small files, and we'll lose any sense of relation between the ROM entry points and the ZP addresses used to pass arguments. Platform symbols have the lowest priority when resolving by address, but using that to hide the unwanted labels requires creating project symbols or local variables for things that you might not know what they do yet. It's possible to hide a platform symbol by adding another symbol with the same label and an invalid value. This change formalizes and extends the "hiding" of platform symbols to full erasure, so that they don't clutter up the symbol table. This also tightens up the platform symbol parser to only accept values in the range 0 <= value <= 0x00ffffff (24-bit positive integers). An "F8-ROM-nozp" symbol file is now part of the standard set. A project can include that to erase the zero-page definitions. (I'm not entirely convinced this is the right approach, so I'm not doing this treatment on other symbol files... consider this an experiment. Another approach would be some sort of conditional inclusion, or perhaps erase-by-tag, but that requires some UI work in the app to define what you want included or excluded.)
2019-10-27 17:54:42 +00:00
} else if (valueStr.ToUpperInvariant().Equals(ERASE_VALUE_STR)) {
parseOk = true;
value = ERASE_VALUE;
numBase = 10;
badParseMsg = CommonUtil.Properties.Resources.ERR_INVALID_ADDRESS;
} else {
// Allow things like "05/1000". Always hex.
numBase = 16;
Add ability to "erase" previously-defined platform symbols While disassembling some code I found that I wanted the ROM entry points, but the zero page usage was significantly different and the ROM labels were distracting. Splitting the symbol file in two was a possibility, but I'm afraid this will lead to a very large collection of very small files, and we'll lose any sense of relation between the ROM entry points and the ZP addresses used to pass arguments. Platform symbols have the lowest priority when resolving by address, but using that to hide the unwanted labels requires creating project symbols or local variables for things that you might not know what they do yet. It's possible to hide a platform symbol by adding another symbol with the same label and an invalid value. This change formalizes and extends the "hiding" of platform symbols to full erasure, so that they don't clutter up the symbol table. This also tightens up the platform symbol parser to only accept values in the range 0 <= value <= 0x00ffffff (24-bit positive integers). An "F8-ROM-nozp" symbol file is now part of the standard set. A project can include that to erase the zero-page definitions. (I'm not entirely convinced this is the right approach, so I'm not doing this treatment on other symbol files... consider this an experiment. Another approach would be some sort of conditional inclusion, or perhaps erase-by-tag, but that requires some UI work in the app to define what you want included or excluded.)
2019-10-27 17:54:42 +00:00
parseOk = Asm65.Address.ParseAddress(valueStr, (1 << 24) - 1,
out value);
// limit to positive 24-bit values
parseOk &= (value >= 0 && value < 0x01000000);
badParseMsg = CommonUtil.Properties.Resources.ERR_INVALID_ADDRESS;
}
int width = -1;
string widthStr = matches[0].Groups[GROUP_WIDTH].Value;
if (parseOk && !string.IsNullOrEmpty(widthStr)) {
parseOk = Asm65.Number.TryParseInt(widthStr, out width,
out int ignoredBase);
if (parseOk) {
if (width < DefSymbol.MIN_WIDTH || width > DefSymbol.MAX_WIDTH) {
parseOk = false;
badParseMsg = Res.Strings.ERR_INVALID_WIDTH;
}
} else {
badParseMsg =
CommonUtil.Properties.Resources.ERR_INVALID_NUMERIC_CONSTANT;
}
}
if (parseOk && multiMask != null && !isConst) {
// We need to ensure that all possible values fit within the mask.
// We don't test AddressValue here, because it's okay for the
// canonical value to be outside the masked range.
int testWidth = (width > 0) ? width : 1;
for (int testValue = value; testValue < value + testWidth; testValue++) {
if ((testValue & multiMask.CompareMask) != multiMask.CompareValue) {
parseOk = false;
badParseMsg = Res.Strings.ERR_VALUE_INCOMPATIBLE_WITH_MASK;
Debug.WriteLine("Mask FAIL: value=" + value.ToString("x6") +
" width=" + width +
" testValue=" + testValue.ToString("x6") +
" mask=" + multiMask);
break;
}
}
}
if (!parseOk) {
report.Add(lineNum, FileLoadItem.NO_COLUMN, FileLoadItem.Type.Warning,
badParseMsg);
} else {
string comment = matches[0].Groups[GROUP_COMMENT].Value;
if (comment.Length > 0) {
// remove ';'
comment = comment.Substring(1);
}
FormatDescriptor.SubType subType =
FormatDescriptor.GetSubTypeForBase(numBase);
DefSymbol symDef = new DefSymbol(label, value, Symbol.Source.Platform,
isConst ? Symbol.Type.Constant : Symbol.Type.ExternalAddr,
subType, width, width > 0, comment, direction, multiMask,
tag, loadOrdinal, fileIdent);
if (mSymbols.ContainsKey(label)) {
// This is very easy to do -- just define the same symbol twice
// in the same file. We don't really need to do anything about
// it though.
Debug.WriteLine("NOTE: stomping previous definition of " + label);
}
mSymbols[label] = symDef;
}
} else {
report.Add(lineNum, FileLoadItem.NO_COLUMN, FileLoadItem.Type.Warning,
CommonUtil.Properties.Resources.ERR_SYNTAX);
}
}
}
return !report.HasErrors;
}
/// <summary>
/// Parses the tag out of a tag command line. The tag is pretty much everything after
/// the "*TAG", with whitespace stripped off the start and end. The empty string
/// is valid.
/// </summary>
/// <param name="line">Line to parse.</param>
/// <returns>Tag string.</returns>
private string ParseTag(string line) {
Debug.Assert(line.StartsWith(TAG_CMD));
string tag = line.Substring(TAG_CMD.Length).Trim();
return tag;
}
/// <summary>
/// Parses the mask value out of a mask command line.
/// </summary>
/// <param name="line">Line to parse.</param>
/// <param name="multiMask">Parsed mask value, or null if the line was empty.</param>
/// <returns>True if the mask was parsed successfully.</returns>
private bool ParseMask(string line, out DefSymbol.MultiAddressMask multiMask,
out string badMaskMsg) {
Debug.Assert(line.StartsWith(MULTI_MASK_CMD));
const int MIN = 0;
const int MAX = 0x00ffffff;
badMaskMsg = Res.Strings.ERR_INVALID_MULTI_MASK;
multiMask = null;
string maskStr = line.Substring(MULTI_MASK_CMD.Length).Trim();
if (string.IsNullOrEmpty(maskStr)) {
// empty line, disable mask
return true;
}
MatchCollection matches = sMaskRegex.Matches(maskStr);
if (matches.Count != 1) {
return false;
}
string cmpMaskStr = matches[0].Groups[1].Value;
string cmpValueStr = matches[0].Groups[2].Value;
string addrMaskStr = matches[0].Groups[3].Value;
int cmpMask, cmpValue, addrMask, ignoredBase;
if (!Asm65.Number.TryParseInt(cmpMaskStr, out cmpMask, out ignoredBase) ||
cmpMask < MIN || cmpMask > MAX) {
Debug.WriteLine("Bad cmpMask: " + cmpMaskStr);
badMaskMsg = Res.Strings.ERR_INVALID_COMPARE_MASK;
return false;
}
if (!Asm65.Number.TryParseInt(cmpValueStr, out cmpValue, out ignoredBase) ||
cmpValue < MIN || cmpValue > MAX) {
Debug.WriteLine("Bad cmpValue: " + cmpValueStr);
badMaskMsg = Res.Strings.ERR_INVALID_COMPARE_VALUE;
return false;
}
if (!Asm65.Number.TryParseInt(addrMaskStr, out addrMask, out ignoredBase) ||
addrMask < MIN || addrMask > MAX) {
Debug.WriteLine("Bad addrMask: " + addrMaskStr);
badMaskMsg = Res.Strings.ERR_INVALID_ADDRESS_MASK;
return false;
}
// The two masks should not overlap: one represents bits that must be in a
// specific state for a match to exist, the other indicates which bits are used
// to select a specific register. This should be a warning.
if ((cmpMask & ~addrMask) != cmpMask) {
Debug.WriteLine("Warning: cmpMask/addrMask overlap");
badMaskMsg = Res.Strings.ERR_INVALID_CMP_ADDR_OVERLAP;
return false;
}
// If cmpValue has bits set that aren't in cmpMask, we will never find a match.
if ((cmpValue & ~cmpMask) != 0) {
Debug.WriteLine("cmpValue has unexpected bits set");
badMaskMsg = Res.Strings.ERR_INVALID_CMP_EXTRA_BITS;
return false;
}
multiMask = new DefSymbol.MultiAddressMask(cmpMask, cmpValue, addrMask);
return true;
}
/// <summary>
/// One-off function to convert the IIgs toolbox function info from NList.Data.TXT
/// to .sym65 format. Doesn't really belong in here, but I'm too lazy to put it
/// anywhere else.
/// </summary>
public static void ConvertNiftyListToolboxFuncs(string inPath, string outPath) {
const string TOOL_START = "* System tools";
const string TOOL_END = "* User tools";
const string PATTERN = @"^([0-9a-fA-F]{4}) (\w+)(.*)";
Regex parseRegex = new Regex(PATTERN);
System.Text.StringBuilder sb = new System.Text.StringBuilder();
string[] lines = File.ReadAllLines(inPath);
List<String> outs = new List<string>();
bool inTools = false;
foreach (string line in lines) {
if (line == TOOL_START) {
inTools = true;
continue;
} else if (line == TOOL_END) {
break;
}
if (!inTools) {
continue;
}
if (line.Substring(5, 4) == "=== ") {
// make this a comment
outs.Add("; " + line.Substring(5));
continue;
}
MatchCollection matches = parseRegex.Matches(line);
if (matches.Count != 1) {
Debug.WriteLine("NConv: bad match on '" + line + "'");
outs.Add("; " + line);
continue;
}
GroupCollection group = matches[0].Groups;
string outStr;
if (matches[0].Groups.Count != 4) {
Debug.WriteLine("NConv: partial match (" + group.Count + ") on '" +
line + "'");
outStr = ";" + group[0];
} else {
sb.Clear();
sb.Append(group[2]);
while (sb.Length < 19) { // not really worried about speed
sb.Append(' ');
}
sb.Append(" = $");
sb.Append(group[1]);
while (sb.Length < 32) {
sb.Append(' ');
}
sb.Append(';');
sb.Append(group[3]);
outs.Add(sb.ToString());
}
}
File.WriteAllLines(outPath, outs);
Debug.WriteLine("NConv complete (" + outs.Count + " lines)");
}
}
}