e79aa3c0ed
Former-commit-id: a2155e9bd80020e49e72e86c44da02a8ac0e57a4
191 lines
6.2 KiB
C#
191 lines
6.2 KiB
C#
//---------------------------------------------------------------------
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// <copyright file="Nodes.cs" company="Microsoft">
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// </copyright>
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//
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// @owner [....]
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// @backupOwner [....]
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//---------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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using System.Data.Metadata.Edm;
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using System.Globalization;
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using System.Diagnostics;
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namespace System.Data.Query.InternalTrees
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{
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/// <summary>
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/// A Node describes a node in a query tree. Each node has an operator, and
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/// a list of zero or more children of that operator.
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/// </summary>
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internal class Node
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{
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#region private state
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private int m_id;
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private List<Node> m_children;
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private Op m_op;
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private NodeInfo m_nodeInfo;
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#endregion
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#region constructors
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/// <summary>
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/// Basic constructor.
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///
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/// NEVER call this routine directly - you should always use the Command.CreateNode
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/// factory methods.
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/// </summary>
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/// <param name="nodeId">id for the node</param>
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/// <param name="op">The operator</param>
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/// <param name="children">List of child nodes</param>
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internal Node(int nodeId, Op op, List<Node> children)
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{
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m_id = nodeId;
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m_op = op;
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m_children = children;
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}
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/// <summary>
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/// This routine is only used for building up rule patterns.
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/// NEVER use this routine for building up nodes in a user command tree.
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/// </summary>
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/// <param name="op"></param>
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/// <param name="children"></param>
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internal Node(Op op, params Node[] children)
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: this(-1, op, new List<Node>(children))
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{
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}
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#endregion
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#region public properties and methods
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#if DEBUG
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internal int Id { get { return m_id; } }
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#endif
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/// <summary>
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/// Get the list of children
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/// </summary>
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internal List<Node> Children { get { return m_children; } }
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/// <summary>
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/// Gets or sets the node's operator
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/// </summary>
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internal Op Op { get { return m_op; } set { m_op = value; } }
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/// <summary>
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/// Simpler (?) getter/setter routines
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/// </summary>
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internal Node Child0 { get { return m_children[0]; } set { m_children[0] = value; } }
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/// <summary>
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/// Do I have a zeroth child?
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/// </summary>
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internal bool HasChild0 { get { return m_children.Count > 0; } }
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/// <summary>
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/// Get/set first child
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/// </summary>
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internal Node Child1 { get { return m_children[1]; } set { m_children[1] = value; } }
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/// <summary>
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/// Do I have a child1?
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/// </summary>
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internal bool HasChild1 { get { return m_children.Count > 1; } }
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/// <summary>
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/// get/set second child
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/// </summary>
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internal Node Child2 { get { return m_children[2]; } set { m_children[2] = value; } }
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/// <summary>
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/// get/set second child
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/// </summary>
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internal Node Child3 { get { return m_children[3]; } /* commented out because of fxcop - there are no upstream callers -- set { m_children[3] = value; }*/ }
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/// <summary>
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/// Do I have a child2 (third child really)
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/// </summary>
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internal bool HasChild2 { get { return m_children.Count > 2; } }
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/// <summary>
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/// Do I have a child3 (fourth child really)
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/// </summary>
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internal bool HasChild3 { get { return m_children.Count > 3; } }
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#region equivalence functions
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/// <summary>
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/// Is this subtree equivalent to another subtree
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/// </summary>
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/// <param name="other"></param>
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/// <returns></returns>
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internal bool IsEquivalent(Node other)
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{
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if (this.Children.Count != other.Children.Count)
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{
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return false;
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}
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bool? opEquivalent = this.Op.IsEquivalent(other.Op);
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if (opEquivalent != true)
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{
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return false;
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}
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for (int i = 0; i < this.Children.Count; i++)
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{
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if (!this.Children[i].IsEquivalent(other.Children[i]))
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{
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return false;
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}
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}
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return true;
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}
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#endregion
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#region NodeInfo methods and properties
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/// <summary>
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/// Has the node info been initialized, i.e. previously computed
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/// </summary>
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internal bool IsNodeInfoInitialized { get { return (m_nodeInfo != null); } }
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/// <summary>
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/// Get the nodeInfo for a node. Initializes it, if it has not yet been initialized
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/// </summary>
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/// <param name="command">Current command object</param>
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/// <returns>NodeInfo for this node</returns>
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internal NodeInfo GetNodeInfo(Command command)
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{
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if (m_nodeInfo == null)
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{
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InitializeNodeInfo(command);
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}
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return m_nodeInfo;
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}
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/// <summary>
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/// Gets the "extended" nodeinfo for a node; if it has not yet been initialized, then it will be
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/// </summary>
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/// <param name="command">current command object</param>
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/// <returns>extended nodeinfo for this node</returns>
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internal ExtendedNodeInfo GetExtendedNodeInfo(Command command)
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{
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if (m_nodeInfo == null)
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{
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InitializeNodeInfo(command);
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}
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ExtendedNodeInfo extendedNodeInfo = m_nodeInfo as ExtendedNodeInfo;
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Debug.Assert(extendedNodeInfo != null);
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return extendedNodeInfo;
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}
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private void InitializeNodeInfo(Command command)
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{
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if (this.Op.IsRelOp || this.Op.IsPhysicalOp)
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{
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m_nodeInfo = new ExtendedNodeInfo(command);
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}
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else
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{
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m_nodeInfo = new NodeInfo(command);
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}
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command.RecomputeNodeInfo(this);
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}
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#endregion
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#endregion
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}
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}
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