1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
|
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using Tools;
namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
{
public class LSL2CSCodeTransformer
{
private SYMBOL m_astRoot = null;
private static Dictionary<string, string> m_datatypeLSL2OpenSim = null;
/// <summary>
/// Pass the new CodeTranformer an abstract syntax tree.
/// </summary>
/// <param name="astRoot">The root node of the AST.</param>
public LSL2CSCodeTransformer(SYMBOL astRoot)
{
m_astRoot = astRoot;
// let's populate the dictionary
if (null == m_datatypeLSL2OpenSim)
{
m_datatypeLSL2OpenSim = new Dictionary<string, string>();
m_datatypeLSL2OpenSim.Add("integer", "LSL_Types.LSLInteger");
m_datatypeLSL2OpenSim.Add("float", "LSL_Types.LSLFloat");
//m_datatypeLSL2OpenSim.Add("key", "LSL_Types.key"); // key doesn't seem to be used
m_datatypeLSL2OpenSim.Add("key", "LSL_Types.LSLString");
m_datatypeLSL2OpenSim.Add("string", "LSL_Types.LSLString");
m_datatypeLSL2OpenSim.Add("vector", "LSL_Types.Vector3");
m_datatypeLSL2OpenSim.Add("rotation", "LSL_Types.Quaternion");
m_datatypeLSL2OpenSim.Add("list", "LSL_Types.list");
}
}
/// <summary>
/// Transform the code in the AST we have.
/// </summary>
/// <returns>The root node of the transformed AST</returns>
public SYMBOL Transform()
{
foreach (SYMBOL s in m_astRoot.kids)
TransformNode(s);
return m_astRoot;
}
/// <summary>
/// Recursively called to transform each type of node. Will transform this
/// node, then all it's children.
/// </summary>
/// <param name="s">The current node to transform.</param>
private void TransformNode(SYMBOL s)
{
// make sure to put type lower in the inheritance hierarchy first
// ie: since IdentConstant and StringConstant inherit from Constant,
// put IdentConstant and StringConstant before Constant
if (s is Declaration)
((Declaration) s).Datatype = m_datatypeLSL2OpenSim[((Declaration) s).Datatype];
else if (s is Constant)
((Constant) s).Type = m_datatypeLSL2OpenSim[((Constant) s).Type];
else if (s is TypecastExpression)
((TypecastExpression) s).TypecastType = m_datatypeLSL2OpenSim[((TypecastExpression) s).TypecastType];
else if (s is GlobalFunctionDefinition && "void" != ((GlobalFunctionDefinition) s).ReturnType) // we don't need to translate "void"
((GlobalFunctionDefinition) s).ReturnType = m_datatypeLSL2OpenSim[((GlobalFunctionDefinition) s).ReturnType];
for (int i = 0; i < s.kids.Count; i++)
{
if (!(s is Assignment || s is ArgumentDeclarationList) && s.kids[i] is Declaration)
AddImplicitInitialization(s, i);
TransformNode((SYMBOL) s.kids[i]);
}
}
/// <summary>
/// Replaces an instance of the node at s.kids[didx] with an assignment
/// node. The assignment node has the Declaration node on the left hand
/// side and a default initializer on the right hand side.
/// </summary>
/// <param name="s">
/// The node containing the Declaration node that needs replacing.
/// </param>
/// <param name="didx">Index of the Declaration node to replace.</param>
private void AddImplicitInitialization(SYMBOL s, int didx)
{
// We take the kids for a while to play with them.
int sKidSize = s.kids.Count;
object [] sKids = new object[sKidSize];
for (int i = 0; i < sKidSize; i++)
sKids[i] = s.kids.Pop();
// The child to be changed.
Declaration currentDeclaration = (Declaration) sKids[didx];
// We need an assignment node.
Assignment newAssignment = new Assignment(currentDeclaration.yyps,
currentDeclaration,
GetZeroConstant(currentDeclaration.yyps, currentDeclaration.Datatype),
"=");
sKids[didx] = newAssignment;
// Put the kids back where they belong.
for (int i = 0; i < sKidSize; i++)
s.kids.Add(sKids[i]);
}
/// <summary>
/// Generates the node structure required to generate a default
/// initialization.
/// </summary>
/// <param name="p">
/// Tools.Parser instance to use when instantiating nodes.
/// </param>
/// <param name="constantType">String describing the datatype.</param>
/// <returns>
/// A SYMBOL node conaining the appropriate structure for intializing a
/// constantType.
/// </returns>
private SYMBOL GetZeroConstant(Parser p, string constantType)
{
switch (constantType)
{
case "integer":
return new Constant(p, constantType, "0");
case "float":
return new Constant(p, constantType, "0.0");
case "string":
case "key":
return new Constant(p, constantType, "");
case "list":
ArgumentList al = new ArgumentList(p);
return new ListConstant(p, al);
case "vector":
Constant vca = new Constant(p, "float", "0.0");
Constant vcb = new Constant(p, "float", "0.0");
Constant vcc = new Constant(p, "float", "0.0");
ConstantExpression vcea = new ConstantExpression(p, vca);
ConstantExpression vceb = new ConstantExpression(p, vcb);
ConstantExpression vcec = new ConstantExpression(p, vcc);
return new VectorConstant(p, vcea, vceb, vcec);
case "rotation":
Constant rca = new Constant(p, "float", "0.0");
Constant rcb = new Constant(p, "float", "0.0");
Constant rcc = new Constant(p, "float", "0.0");
Constant rcd = new Constant(p, "float", "0.0");
ConstantExpression rcea = new ConstantExpression(p, rca);
ConstantExpression rceb = new ConstantExpression(p, rcb);
ConstantExpression rcec = new ConstantExpression(p, rcc);
ConstantExpression rced = new ConstantExpression(p, rcd);
return new RotationConstant(p, rcea, rceb, rcec, rced);
default:
return null; // this will probably break stuff
}
}
}
}
|