/*
* 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.Generic;
using System.Diagnostics;
namespace SourceGen {
///
/// Given a list of LocalVariableTables, this determines the mapping of values to symbols
/// at a specific offset.
///
///
/// We guarantee that the label will be unique within its scope. This happens at two
/// different levels:
/// (1) If the local variable label is present in the main symbol table, we use the
/// "de-duplication" table to remap it. We try not to let this happen, but it can.
/// The symbol table is latched when the object is constructed.
/// (2) If the assembler doesn't define a way to re-use variable names, we make them
/// globally unique. [currently not needed]
///
/// De-duplication changes the label in *most* circumstances. We want to show the de-dup
/// form everywhere except for the LvTable editor and the Lv editor. Using the correct
/// string at the correct time is necessary for some basic editor operations:
/// - Double-click on the opcode of LDA [lvar]. The selection should jump to the specific
/// entry in the LvTable.
/// - Double-click on the operand of LDA [lvar]. The instruction operand editor should
/// open and offer to edit the de-dup form. Clicking on the shortcut button should open
/// the Lv editor, with the original label shown (and perhaps a warning about
/// non-uniqueness).
/// - Double-click on the LvTable. The table listing should show the original label.
/// - Click on a de-duped entry and verify that the correct cross-references exist.
///
/// To reduce confusion, the fact that something has been de-duped should be obvious.
///
/// A few quick clicks in the 2019-local-variables test should confirm these.
///
public class LocalVariableLookup {
///
/// List of tables. The table's file offset is used as the key.
///
private SortedList mLvTables;
///
/// Reference to project, so we can query the Anattrib array to identify "hidden" tables.
///
private DisasmProject mProject;
///
/// Set to true when generating symbols for assemblers like 64tass, which assign a
/// special meaning to labels with leading underscores.
///
private bool mMaskLeadingUnderscores;
///
/// Set to true if we want all variables to be globally unique (because the assembler
/// can't redefine them).
///
private bool mDoUniquify;
///
/// List of all non-variable symbols, for uniquification. This is generated from the
/// project symbol table. When generating assembly sources, the labels are transformed
/// through the label map.
///
private Dictionary mAllNvSymbols;
private Dictionary mLabelMap;
///
/// Label uniquification helper.
///
/// The BaseLabel does not change, but Label is updated by MakeUnique.
///
///
/// LvLookup is run multiple times, and can be restarted in the middle of a run. It's
/// essential that UniqueLabel behaves deterministically. For this to happen, the
/// contents of SymbolTable can't change in a way that affects the outcome unless it
/// also causes us to redo the uniquification. This mostly means that we have to be
/// very careful about creating duplicate symbols, so that we don't get halfway through
/// the analysis pass and invalidate our previous work. It's best to leave
/// uniquification disabled until we're generating assembly source code.
///
/// The issues also make it hard to do the uniquification once, rather than every time we
/// walk the code. Not all symbol changes cause a re-analysis (e.g. renaming a user
/// label does not), and we don't want to fill the symbol table with the uniquified
/// names because it could block user labels that would otherwise be valid.
///
private class UniqueLabel {
public string BaseLabel { get; private set; }
public string Label { get; private set; }
private int Counter { get; set; }
public UniqueLabel(string baseLabel) {
Label = BaseLabel = baseLabel;
Counter = 0;
}
///
/// Updates the Label to be unique. Call this when a symbol is defined or
/// re-defined.
///
/// Symbol table, for uniqueness check.
public void MakeUnique(Dictionary allNvSymbols) {
// The main symbol table might have user-supplied labels like "ptr_2", so we
// need to keep testing against that. However, it should not be possible for
// us to clash with other uniquified variables. So we don't need to check
// for clashes in the UniqueLabel list.
//
// It *is* possible to clash with other variable base names, so we can't
// exclude variables from our SymbolTable lookup.
string testLabel;
do {
Counter++;
testLabel = BaseLabel + "_" + Counter;
} while (allNvSymbols.TryGetValue(testLabel, out Symbol unused));
Label = testLabel;
}
}
private Dictionary mUniqueLabels;
///
/// Duplicate label re-map. This is applied before uniquification.
///
///
/// It's hard to do this as part of uniquification because the remapped base name ends
/// up in the symbol table, and the uniquifier isn't able to tell that the entry in the
/// symbol table is itself. The logic is simpler if we just rename the label before
/// the uniquifier ever sees it.
///
/// I feel like there has to be a simpler way to do this. This'll do for now.
///
private Dictionary mDupRemap;
///
/// Most recently processed offset.
///
private int mRecentOffset;
///
/// Symbols defined at mRecentOffset.
///
private List mRecentSymbols;
///
/// Cumulative symbols defined at the current offset.
///
private LocalVariableTable mCurrentTable;
// Next point of interest.
private int mNextLvtIndex;
private int mNextLvtOffset;
///
/// Constructor.
///
/// List of tables from the DisasmProject.
/// Project reference.
/// Label map dictionary, used to rename the labels in
/// the project symbol table. May be null.
/// If true, labels with leading underscores
/// will be prefixed.
/// Set to true if variable names cannot be redefined.
public LocalVariableLookup(SortedList lvTables,
DisasmProject project, Dictionary labelMap,
bool maskLeadingUnderscores, bool uniquify) {
mLvTables = lvTables;
mProject = project;
mLabelMap = labelMap;
mMaskLeadingUnderscores = maskLeadingUnderscores;
mDoUniquify = uniquify;
mCurrentTable = new LocalVariableTable();
mDupRemap = new Dictionary();
if (uniquify) {
mUniqueLabels = new Dictionary();
}
Reset();
}
public void Reset(bool rebuildSyms = true) {
mRecentOffset = -1;
mRecentSymbols = null;
mCurrentTable.Clear();
mUniqueLabels?.Clear();
mDupRemap.Clear();
if (mLvTables.Count == 0) {
mNextLvtIndex = -1;
mNextLvtOffset = mProject.FileDataLength;
} else {
mNextLvtIndex = 0;
mNextLvtOffset = mLvTables.Keys[0];
}
CreateAllSymbolsDict();
}
private void CreateAllSymbolsDict() {
// TODO(someday): we don't need to regenerate the all-symbols list if the list
// of symbols hasn't actually changed. Currently no way to tell.
Dictionary labelMap = mLabelMap;
SymbolTable symTab = mProject.SymbolTable;
mAllNvSymbols = new Dictionary(symTab.Count);
foreach (Symbol sym in symTab) {
if (sym.SymbolSource == Symbol.Source.Variable) {
continue;
}
if (labelMap != null && labelMap.TryGetValue(sym.Label, out string newLabel)) {
// Non-unique labels may map multiple entries to a single entry. That's
// fine; our goal here is just to avoid duplication. Besides, any symbols
// being output as locals will have the local prefix character and won't
// be a match.
mAllNvSymbols[newLabel] = sym;
} else {
mAllNvSymbols[sym.Label] = sym;
}
}
}
///
/// Gets the symbol associated with the operand of an instruction.
///
/// Offset of start of instruction.
/// Operand value.
/// Operand type. Should be ExternalAddress for DP ops, or
/// Constant for StackRel ops.
/// Symbol, or null if no match found.
public DefSymbol GetSymbol(int offset, int operandValue, Symbol.Type type) {
AdvanceToOffset(offset);
return mCurrentTable.GetByValueRange(operandValue, 1, type);
}
///
/// Gets the symbol associated with a symbol reference. If uniquification is enabled,
/// the unique-label map for the specified offset will be used to transform the
/// symbol reference.
///
/// Offset of start of instruction.
/// Reference to symbol.
/// Symbol, or null if no match found.
public DefSymbol GetSymbol(int offset, WeakSymbolRef symRef) {
AdvanceToOffset(offset);
// The symRef uses the non-uniquified symbol, so we need to get the unique value at
// the current offset. We may need to do this even when variables can be
// redefined, because we might have a variable that's a duplicate of a user label
// or project symbol.
// Start by applying the de-duplication map.
string label = symRef.Label;
if (mDupRemap.TryGetValue(symRef.Label, out string remap)) {
label = remap;
}
//Debug.WriteLine("GetSymbol " + symRef.Label + " -> " + label);
if (mUniqueLabels != null && mUniqueLabels.TryGetValue(label, out UniqueLabel ulab)) {
//Debug.WriteLine(" Unique var " + symRef.Label + " -> " + ulab.Label);
label = ulab.Label;
}
DefSymbol defSym = mCurrentTable.GetByLabel(label);
// In theory this is okay, but in practice the only things asking for symbols are
// entirely convinced that the symbol exists here. So this is probably a bug.
Debug.Assert(defSym != null);
return defSym;
}
///
/// Identifies the LocalVariableTable that defined the symbol reference.
///
/// Offset at which the symbol was referenced.
/// Reference to symbol.
/// Table index, or -1 if not found.
public int GetDefiningTableOffset(int offset, WeakSymbolRef symRef) {
// Get mDupRemap et. al. into the right state.
AdvanceToOffset(offset);
// symRef is the non-uniquified, de-duplicated symbol that was generated
// during the analysis pass. We either need to un-de-duplicate the label,
// or de-duplicate what we pull out of the Lv tables. The former requires
// a linear string search but will be faster if there are a lot of tables.
string label = UnDeDuplicate(symRef.Label);
// Walk backward through the list of tables until we find a match.
IList keys = mLvTables.Keys;
for (int i = keys.Count - 1; i >= 0; i--) {
if (keys[i] > offset) {
// table comes after the point of reference
continue;
}
if (mLvTables.Values[i].GetByLabel(label) != null) {
// found it
return keys[i];
}
}
// if we didn't find it, it doesn't exist... right?
Debug.Assert(mCurrentTable.GetByLabel(label) == null);
return -1;
}
private string UnDeDuplicate(string label) {
foreach (KeyValuePair kvp in mDupRemap) {
if (kvp.Value == label) {
return kvp.Key;
}
}
return label;
}
///
/// Restores a de-duplicated symbol to original form.
///
///
/// Another kluge on the de-duplication system. This is used by the instruction
/// operand editor's "edit variable" shortcut mechanism, because trying to edit the
/// DefSymbol with the de-duplicated name ends badly.
///
/// Symbol to un-de-duplicate.
/// Original or un-de-duplicated symbol.
public DefSymbol GetOriginalForm(DefSymbol sym) {
string orig = UnDeDuplicate(sym.Label);
if (orig == sym.Label) {
return sym;
}
return new DefSymbol(sym, orig);
}
///
/// Gets a LocalVariableTable that is the result of merging all tables up to this point.
///
/// Target offset.
/// Combined table.
public LocalVariableTable GetMergedTableAtOffset(int offset) {
AdvanceToOffset(offset);
return mCurrentTable;
}
///
/// Finds the closest table that is defined at or before the specified offset. Will
/// attempt to only return un-hidden tables, but will return a hidden table if no
/// others are available.
///
/// Target offset.
/// The table's definition offset, or -1 if no tables were defined before this
/// point.
public int GetNearestTableOffset(int offset) {
int nearest = -1;
int nearestUnhidden = -1;
// Could do a smarter search, but I'm expecting the set to be small.
foreach (KeyValuePair kvp in mLvTables) {
if (kvp.Key > offset) {
break;
}
nearest = kvp.Key;
if (mProject.GetAnattrib(nearest).IsStart) {
nearestUnhidden = nearest;
}
}
if (nearestUnhidden >= 0) {
return nearestUnhidden;
} else {
return nearest;
}
}
///
/// Generates a list of variables defined at the specified offset, if a table is
/// associated with that offset.
///
/// File data offset.
/// List of symbols, uniquified if desired, or null if no LocalVariableTable
/// exists at the specified offset.
public List GetVariablesDefinedAtOffset(int offset) {
AdvanceToOffset(offset);
if (mRecentOffset == offset) {
return mRecentSymbols;
}
return null;
}
///
/// Updates internal state to reflect the state of the world at the specified offset.
///
///
/// When the offset is greater than or equal to its value on a previous call, we can
/// do an incremental update. If the offset moves backward, we have to reset and walk
/// forward again.
///
/// Target offset.
private void AdvanceToOffset(int targetOffset) {
if (mNextLvtIndex < 0) {
return;
}
if (targetOffset < mRecentOffset) {
// We went backwards.
Reset(false);
}
while (mNextLvtOffset <= targetOffset) {
if (!mProject.GetAnattrib(mNextLvtOffset).IsStart) {
// Hidden table, ignore it.
Debug.WriteLine("Ignoring LvTable at +" + mNextLvtOffset.ToString("x6"));
} else {
// Process this table.
LocalVariableTable lvt = mLvTables.Values[mNextLvtIndex];
if (lvt.ClearPrevious) {
mCurrentTable.Clear();
}
// Create a list for GetVariablesDefinedAtOffset
mRecentSymbols = new List();
mRecentOffset = mNextLvtOffset;
// Merge the new entries into the work table. This automatically
// discards entries that clash by name or value.
for (int i = 0; i < lvt.Count; i++) {
DefSymbol defSym = lvt[i];
string newLabel = defSym.Label;
if (mMaskLeadingUnderscores && newLabel[0] == '_') {
newLabel = AsmGen.LabelLocalizer.NO_UNDER_PFX + newLabel;
}
// Look for non-variable symbols with the same label. Ordinarily the
// editor prevents this from happening, but there are ways to trick
// the system (e.g. add a symbol while the LvTable is hidden, or have
// a non-unique local promoted to global). We deal with it here.
//
// TODO(someday): this is not necessary for assemblers like Merlin 32
// that put variables in a separate namespace.
if (mAllNvSymbols.TryGetValue(newLabel, out Symbol unused)) {
Debug.WriteLine("Detected duplicate non-var label " + newLabel +
" at +" + mNextLvtOffset.ToString("x6"));
newLabel = GenerateDeDupLabel(newLabel);
}
if (newLabel != defSym.Label) {
mDupRemap[defSym.Label] = newLabel;
defSym = new DefSymbol(defSym, newLabel);
}
if (mDoUniquify) {
if (mUniqueLabels.TryGetValue(defSym.Label, out UniqueLabel ulab)) {
// We've seen this label before; generate a unique version by
// increasing the appended number.
ulab.MakeUnique(mAllNvSymbols);
defSym = new DefSymbol(defSym, ulab.Label);
} else {
// Haven't seen this before. Add it to the unique-labels table.
mUniqueLabels.Add(defSym.Label, new UniqueLabel(defSym.Label));
}
}
mCurrentTable.AddOrReplace(defSym);
mRecentSymbols.Add(defSym);
}
//mCurrentTable.DebugDump(mNextLvtOffset);
}
// Update state to look for next table.
mNextLvtIndex++;
if (mNextLvtIndex < mLvTables.Keys.Count) {
mNextLvtOffset = mLvTables.Keys[mNextLvtIndex];
} else {
mNextLvtOffset = mProject.FileDataLength; // never reached
}
}
}
///
/// Generates a unique label for the duplicate remap table.
///
///
/// We need to worry about clashes with the main symbol table, but we don't have to
/// worry about other entries in the remap table because we know their baseLabels
/// are different.
///
private string GenerateDeDupLabel(string baseLabel) {
string testLabel;
int counter = 0;
do {
counter++;
testLabel = baseLabel + "_DUP" + counter;
} while (mAllNvSymbols.TryGetValue(testLabel, out Symbol unused));
return testLabel;
}
public static bool IsTableHidden(int offset, DisasmProject project) {
return !project.GetAnattrib(offset).IsStart;
}
}
}