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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
using System;
using System.Collections.Immutable;
using System.Linq;
using Roslyn.Utilities;
using System.Diagnostics;
namespace Microsoft.CodeAnalysis
{
public readonly struct SymbolInfo : IEquatable<SymbolInfo>
{
internal static readonly SymbolInfo None = default;
/// <summary>
/// Array of potential candidate symbols if <see cref="Symbol"/> did not bind successfully. Note: all code in
/// this type should prefer referencing <see cref="CandidateSymbols"/> instead of this so that they uniformly
/// only see an non-<see langword="default"/> array.
/// </summary>
private readonly ImmutableArray<ISymbol> _candidateSymbols;
/// <summary>
/// The symbol that was referred to by the syntax node, if any. Returns null if the given expression did not
/// bind successfully to a single symbol. If null is returned, it may still be that case that we have one or
/// more "best guesses" as to what symbol was intended. These best guesses are available via the <see
/// cref="CandidateSymbols"/> property.
/// </summary>
public ISymbol? Symbol { get; }
/// <summary>
/// If the expression did not successfully resolve to a symbol, but there were one or more symbols that may have
/// been considered but discarded, this property returns those symbols. The reason that the symbols did not
/// successfully resolve to a symbol are available in the <see cref="CandidateReason"/> property. For example,
/// if the symbol was inaccessible, ambiguous, or used in the wrong context.
/// </summary>
/// <remarks>Will never return a <see langword="default"/> array.</remarks>
public ImmutableArray<ISymbol> CandidateSymbols => _candidateSymbols.NullToEmpty();
///<summary>
/// If the expression did not successfully resolve to a symbol, but there were one or more symbols that may have
/// been considered but discarded, this property describes why those symbol or symbols were not considered
/// suitable.
/// </summary>
public CandidateReason CandidateReason { get; }
internal SymbolInfo(ISymbol symbol)
: this(symbol, ImmutableArray<ISymbol>.Empty, CandidateReason.None)
{
}
internal SymbolInfo(ISymbol symbol, CandidateReason reason)
: this(symbol, ImmutableArray<ISymbol>.Empty, reason)
{
}
internal SymbolInfo(ImmutableArray<ISymbol> candidateSymbols, CandidateReason candidateReason)
: this(symbol: null, candidateSymbols, candidateReason)
{
}
private SymbolInfo(ISymbol? symbol, ImmutableArray<ISymbol> candidateSymbols, CandidateReason candidateReason)
{
this.Symbol = symbol;
_candidateSymbols = candidateSymbols;
#if DEBUG
const NamespaceKind NamespaceKindNamespaceGroup = 0;
Debug.Assert(symbol is null || symbol.Kind != SymbolKind.Namespace || ((INamespaceSymbol)symbol).NamespaceKind != NamespaceKindNamespaceGroup);
foreach (var item in _candidateSymbols)
{
Debug.Assert(item.Kind != SymbolKind.Namespace || ((INamespaceSymbol)item).NamespaceKind != NamespaceKindNamespaceGroup);
}
#endif
this.CandidateReason = candidateReason;
}
internal ImmutableArray<ISymbol> GetAllSymbols()
=> this.Symbol == null ? CandidateSymbols : ImmutableArray.Create(this.Symbol);
public override bool Equals(object? obj)
=> obj is SymbolInfo info && Equals(info);
public bool Equals(SymbolInfo other)
=> this.CandidateReason == other.CandidateReason &&
object.Equals(this.Symbol, other.Symbol) &&
CandidateSymbols.SequenceEqual(other.CandidateSymbols);
public override int GetHashCode()
=> Hash.Combine(this.Symbol, Hash.Combine(Hash.CombineValues(this.CandidateSymbols, 4), (int)this.CandidateReason));
internal bool IsEmpty => this.Symbol == null && this.CandidateSymbols.Length == 0;
}
}
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