//--------------------------------------------------------------------- // // Copyright (c) Microsoft Corporation. All rights reserved. // // // @owner [....] // @backupOwner [....] //--------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Diagnostics; using System.Globalization; namespace System.Data.Query.InternalTrees { /// /// A Rule - more specifically, a transformation rule - describes an action that is to /// be taken when a specific kind of subtree is found in the tree /// internal abstract class Rule { /// /// The "callback" function for each rule. /// Every callback function must return true if the subtree has /// been modified (or a new subtree has been returned); and must return false /// otherwise. If the root of the subtree has not changed, but some internal details /// of the subtree have changed, it is the responsibility of the rule to update any /// local bookkeeping information. /// /// The rule processing context /// the subtree to operate on /// possibly transformed subtree /// transformation status - true, if there was some change; false otherwise internal delegate bool ProcessNodeDelegate(RuleProcessingContext context, Node subTree, out Node newSubTree); #region private state private ProcessNodeDelegate m_nodeDelegate; private OpType m_opType; #endregion #region Constructors /// /// Basic constructor /// /// The OpType we're interested in processing /// The callback to invoke protected Rule(OpType opType, ProcessNodeDelegate nodeProcessDelegate) { Debug.Assert(nodeProcessDelegate != null, "null process delegate"); Debug.Assert(opType != OpType.NotValid, "bad OpType"); Debug.Assert(opType != OpType.Leaf, "bad OpType - Leaf"); m_opType = opType; m_nodeDelegate = nodeProcessDelegate; } #endregion #region protected methods #endregion #region public methods /// /// Does the rule match the current node? /// /// the node in question /// true, if a match was found internal abstract bool Match(Node node); /// /// We need to invoke the specified callback on the subtree in question - but only /// if the match succeeds /// /// Current rule processing context /// The node (subtree) to process /// the (possibly) modified subtree /// true, if the subtree was modified internal bool Apply(RuleProcessingContext ruleProcessingContext, Node node, out Node newNode) { // invoke the real callback return m_nodeDelegate(ruleProcessingContext, node, out newNode); } /// /// The OpType we're interested in transforming /// internal OpType RuleOpType { get { return m_opType; } } #if DEBUG /// /// The method name for the rule /// internal string MethodName { get { return m_nodeDelegate.Method.Name; } } #endif #endregion } /// /// A SimpleRule is a rule that specifies a specific OpType to look for, and an /// appropriate action to take when such an Op is identified /// internal sealed class SimpleRule : Rule { #region private state #endregion #region constructors /// /// Basic constructor. /// /// The OpType we're interested in /// The callback to invoke when we see such an Op internal SimpleRule(OpType opType, ProcessNodeDelegate processDelegate) : base(opType, processDelegate) { } #endregion #region overriden methods internal override bool Match(Node node) { return node.Op.OpType == this.RuleOpType; } #endregion } /// /// A PatternMatchRule allows for a pattern to be specified to identify interesting /// subtrees, rather than just an OpType /// internal sealed class PatternMatchRule: Rule { #region private state private Node m_pattern; #endregion #region constructors /// /// Basic constructor /// /// The pattern to look for /// The callback to invoke when such a pattern is identified internal PatternMatchRule(Node pattern, ProcessNodeDelegate processDelegate) : base(pattern.Op.OpType, processDelegate) { Debug.Assert(pattern != null, "null pattern"); Debug.Assert(pattern.Op != null, "null pattern Op"); m_pattern = pattern; } #endregion #region private methods private bool Match(Node pattern, Node original) { if (pattern.Op.OpType == OpType.Leaf) return true; if (pattern.Op.OpType != original.Op.OpType) return false; if (pattern.Children.Count != original.Children.Count) return false; for (int i = 0; i < pattern.Children.Count; i++) if (!Match(pattern.Children[i], original.Children[i])) return false; return true; } #endregion #region overridden methods internal override bool Match(Node node) { return Match(m_pattern, node); } #endregion } }