treehouse/content/programming/projects/muscript.tree

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2023-09-10 23:41:55 +02:00
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- [repo][def:stitchkit/repo]
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- my UnrealScript compiler
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+ part of the Stitchkit project, which aims to build a set of Hat in Time modding tools that are a joy to use
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- the name "MuScript" is actually a reference to Mustache Girl
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+ ### architecture
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- MuScript uses a query-based architecture similar to rustc
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- the classic pass-based compiler architecture has the compiler drive itself by first
parsing all files, then analyzing them, then emitting bytecode - in passes
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- a query-based architecture works by driving the compiler by asking it questions
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+ the most interesting question to us all being "do you know the bytecode of this package?"
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+ which then triggers another question "do you know the classes in this package?"
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+ which then triggers another question "do you know the contents (variables, functions, structs, enums, states, ...) of those classes?"
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+ which then triggers another question "do you know all the variables in class `ComfortZone`?"
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+ which then triggers another question "do you know the ID of the type `Int`?"
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- "yeah, it's 4."
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- "there's this variable `HuggingQuota` with ID 427."
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+ which then triggers another question "do you know all the functions in class `ComfortZone`?"
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+ which then triggers another question "do you know the bytecode of function `Hug`?"
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+ which then triggers another question "do you know the ID of the class `Person`?"
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- "yes indeed, this class exists and has ID 42."
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+ which then triggers another question "do you know the bytecode of this function?"
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- …you get the idea.
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- "alright, here's the bytecode for `Hug`."
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- "that's all."
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+ ### ideas
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- I jot down various silly ideas for MuScript in the future here
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+ parallelization with an event loop
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+ the thing with a pass-based architecture is that with enough locking, it *may* be easy to parallelize.
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+ I can imagine parallelization existing on many levels here.
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- if you have a language like Zig where every line can be tokenized independently, you can spawn a task per line.
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- you could analyze all the type declarations in parallel. though with dependencies it gets hairy.
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- you could analyze the contents of classes in parallel.
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- thing is, this stuff gets pretty hairy when you get to think about dependencies between all these different stages.
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- hence why we haven't seen very many compilers that would adopt this architecture; most of them just sort of do their thing on one thread, and expect to parallelize by spawning more processes
of `cc` or `rustc` or what have you.
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+ where with a pass-based architecture the problem is dependencies between independent stages you're trying to parallelize, with a query-based architecture like MuScript's it gets even harder,
because the entire compiler is effectively a dependency ~~hell~~ machine.
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- one query depends on 10 subqueries, which all depend on their own subqueries, and so on and so forth.
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- but there's _technically_ nothing holding us back from executing certain queries in parallel.
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- in fact, imagine if we executed _all_ queries in parallel.
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+ enter: the `async` event loop compiler
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- there is a central event loop that distributes tasks to be done to multiple threads
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- every query function is `async`
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- meaning it suspends execution of the current function, writes back "need to compute the type ID of `Person` because that's not yet available" into a concurrent set (very important that it's a _set_) - let's call this set the "TODO set"
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- on the next iteration, the event loop spawns a task for each element of the TODO set, and the tasks compute all the questions asked
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- because we're using a set, the computation is never duplicated; remember that if an answer has already been memoized, it does not spawn a task and instead returns the answer immediately
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- though this may be hard to do with Rust because, as far as I know, there is no way to suspend a function conditionally? **(needs research.)**
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- once there are no more tasks in the queue, we're done compiling
2023-09-12 14:31:36 +02:00
2023-09-20 14:47:50 +02:00
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+ parsing less
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- I measured the compiler's performance yesterday and most time is actually spent on parsing, out of all things
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- going along with the philosophy of [be lazy][branch:01HAS6RMNCZS9Y84N8WZ6594D1], we should probably be parsing less things then
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+ I don't think we need to parse method bodies if we're not emitting IR
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- basically, out of this code:
```unrealscript
function Hug(Hat_Player OtherPlayer)
{
PlayAnimation('Hugging');
// or something, idk UE3
}
```
parse only this:
```unrealscript
function Hug(Hat_Player OtherPlayer) { /* token blob: PlayAnimation ( 'Hugging' ) ; */ }
```
omitting the entire method body and treating it as an opaque blob of tokens until we need to emit IR
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+ I don't think we need to parse the entire class if we only care about its superclass
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- basically, out of this code:
```unrealscript
class lqGoatBoy extends Hat_Player;
defaultproperties
{
Model = SkeletalMesh'lqFluffyZone.Sk_GoatBoy';
// etc
}
```
only parse the following:
```
class lqGoatBoy extends Hat_Player;
/* parser stops here, rest of text is ignored until needed */
```
and then only parse the rest if any class items are requested
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- real case: getting the superclasses of `Hat_Player` takes a really long time because it's _big_
(`Hat_Player.uc` itself is around 8000 lines of code, and it has many superclasses which are also pretty big)
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+ lexing first
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- something that MuScript does not do currently is a separate tokenization stage
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+ this is because UnrealScript has some fairly idiosyncratic syntax which requires us to treat _some_ things in braces `{}` as strings, such as `cpptext`
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- ```unrealscript
cpptext
{
// this has to be parsed as C++ code, which has some differing lexing rules
template <typename T>
void Hug(T& Whomst)
{
DoHug(T::StaticClass(), &Whomst);
}
}
```
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- but C++ is similar enough to UnrealScript that we may be able to get away with lexing it using the main UnrealScript lexer
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- we could even lex variable metadata `var int Something <ToolTip=bah>;` using the lexer, storing invalid characters and errors as some `InvalidCharacter` token kind or something
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+ and that's without emitting diagnostics - let the parser handle those instead
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- one place where the current approach of the lexer eagerly emitting diagnostics fails is the case of `<ToolTip=3D location>`, where `3D` is parsed as a number literal with an invalid suffix and thus errors out
2023-09-12 14:31:36 +02:00
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+ ### insanium
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- section for incredibly wack ideas that will never work but fill my inner bit twiddle magician with joy
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- also see [Stitchkit's insanium][branch:01HA4KNTTK4TCWTWQXDWPPEQE0]