- create struct types.

- fixed class creation. There was an infinite loop and some missing checks for native classes.
- do not write the compiler's symbols to the same symbol table as the output. The output must go to GlobalSymbols but the internal symbols must go to a namespace specific table that can be discarded after compilation.
This commit is contained in:
Christoph Oelckers 2016-10-08 13:34:37 +02:00
commit 82ac2081b6
6 changed files with 41 additions and 24 deletions

View file

@ -51,8 +51,8 @@
//
//==========================================================================
ZCCCompiler::ZCCCompiler(ZCC_AST &ast, DObject *_outer, PSymbolTable &_symbols)
: Outer(_outer), Symbols(&_symbols), AST(ast), ErrorCount(0), WarnCount(0)
ZCCCompiler::ZCCCompiler(ZCC_AST &ast, DObject *_outer, PSymbolTable &_symbols, PSymbolTable &_outsymbols)
: Outer(_outer), Symbols(&_symbols), OutputSymbols(&_outsymbols), AST(ast), ErrorCount(0), WarnCount(0)
{
// Group top-level nodes by type
if (ast.TopNode != NULL)
@ -181,11 +181,28 @@ void ZCCCompiler::MessageV(ZCC_TreeNode *node, const char *txtcolor, const char
int ZCCCompiler::Compile()
{
CreateClasses();
CreateClassTypes();
CreateStructTypes();
CompileConstants(Constants);
return ErrorCount;
}
//==========================================================================
//
// ZCCCompiler :: CreateStructTypes
//
// Creates a PStruct for every struct.
//
//==========================================================================
void ZCCCompiler::CreateStructTypes()
{
for(auto s : Structs)
{
s->Type = NewStruct(s->NodeName, nullptr);
}
}
//==========================================================================
//
// ZCCCompiler :: CreateClassTypes
@ -197,20 +214,20 @@ int ZCCCompiler::Compile()
//
//==========================================================================
void ZCCCompiler::CreateClasses()
void ZCCCompiler::CreateClassTypes()
{
auto OrigClasses = std::move(Classes);
Classes.Clear();
bool donesomething = true;
while (donesomething)
{
for (unsigned i=0;i<OrigClasses.Size();i++)
donesomething = false;
for (unsigned i = 0; i<OrigClasses.Size(); i++)
{
donesomething = false;
auto c = OrigClasses[i];
// Check if we got the parent already defined.
PClass *parent;
if (c->ParentName != nullptr && c->ParentName->SiblingNext == c->ParentName) parent = PClass::FindClass(c->ParentName->Id);
else if (c->ParentName == nullptr) parent = RUNTIME_CLASS(DObject);
else
@ -235,13 +252,17 @@ void ZCCCompiler::CreateClasses()
// The parent exists, we may create a type for this class
if (c->Flags & ZCC_Native)
{
// If this is a native class, its own type must also already exist.
// If this is a native class, its own type must also already exist and not be a runtime class.
auto me = PClass::FindClass(c->NodeName);
if (me == nullptr)
{
Error(c, "Unknown native class %s", FName(c->NodeName).GetChars());
me = parent->FindClassTentative(c->NodeName);
}
else if (me->bRuntimeClass)
{
Error(c, "%s is not a native class", FName(c->NodeName).GetChars());
}
else
{
DPrintf(DMSG_SPAMMY, "Registered %s as native with parent %s\n", me->TypeName.GetChars(), parent->TypeName.GetChars());
@ -250,17 +271,8 @@ void ZCCCompiler::CreateClasses()
}
else
{
auto me = PClass::FindClass(c->NodeName);
if (me != nullptr)
{
Error(c, "Redefining class %s", FName(c->NodeName).GetChars());
}
else
{
me = parent->FindClassTentative(c->NodeName);
DPrintf(DMSG_SPAMMY, "Created %s with parent %s\n", me->TypeName.GetChars(), parent->TypeName.GetChars());
}
c->Type = me;
// We will never get here if the name is a duplicate, so we can just do the assignment.
c->Type = parent->FindClassTentative(c->NodeName);
}
Classes.Push(c);
OrigClasses.Delete(i);
@ -371,7 +383,7 @@ PSymbolConst *ZCCCompiler::CompileConstant(ZCC_ConstantDef *def)
sym = new PSymbolConstNumeric(def->NodeName, TypeError, 0);
}
def->Symbol = sym;
Symbols->ReplaceSymbol(sym);
OutputSymbols->ReplaceSymbol(sym);
return sym;
}