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// Copyright (c) 2018 Siegfried Pammer
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this
// software and associated documentation files (the "Software"), to deal in the Software
// without restriction, including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
// to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
using System; using System.Diagnostics; using System.Linq;
using ICSharpCode.Decompiler.IL.ControlFlow; using ICSharpCode.Decompiler.IL.Transforms; using ICSharpCode.Decompiler.Util;
namespace ICSharpCode.Decompiler.IL { /// <summary>
/// Improves code quality by duplicating keyword exits to reduce nesting and restoring IL order.
/// </summary>
/// <remarks>
/// ConditionDetection and DetectSwitchBody both have aggressive inlining policies for else blocks and default cases respectively.
/// This can lead to excessive indentation when the entire rest of the method/loop is included in the else block/default case.
/// When an If/SwitchInstruction is followed immediately by a keyword exit, the exit can be moved into the child blocks
/// allowing the else block or default case to be moved after the if/switch as all prior cases exit.
/// Most importantly, this transformation does not change the IL order of any code.
///
/// ConditionDetection also has a block exit priority system to assist exit point reduction which in some cases ignores IL order.
/// After HighLevelLoopTransform has run, all structures have been detected and preference can be returned to maintaining IL ordering.
/// </remarks>
public class ReduceNestingTransform : IILTransform { private ILTransformContext context;
public void Run(ILFunction function, ILTransformContext context) { this.context = context; Visit((BlockContainer)function.Body, null);
foreach (var node in function.Descendants.OfType<TryFinally>()) { EliminateRedundantTryFinally(node, context); } }
private void Visit(BlockContainer container, Block continueTarget) { switch (container.Kind) { case ContainerKind.Loop: case ContainerKind.While: continueTarget = container.EntryPoint; break; case ContainerKind.DoWhile: case ContainerKind.For: continueTarget = container.Blocks.Last(); break; }
for (int i = 0; i < container.Blocks.Count; i++) { var block = container.Blocks[i]; // Note: it's possible for additional blocks to be appended to the container
// by the Visit() call; but there should be no other changes to the Blocks collection.
Visit(block, continueTarget); Debug.Assert(container.Blocks[i] == block); } }
/// <summary>
/// Visits a block in context
/// </summary>
/// <param name="block"></param>
/// <param name="continueTarget">Marks the target block of continue statements.</param>
/// <param name="nextInstruction">The instruction following the end point of the block. Can only be null if the end point is unreachable.</param>
private void Visit(Block block, Block continueTarget, ILInstruction nextInstruction = null) { Debug.Assert(block.HasFlag(InstructionFlags.EndPointUnreachable) || nextInstruction != null);
// process each instruction in the block.
for (int i = 0; i < block.Instructions.Count; i++) { // Transformations may be applied to the current and following instructions but already processed instructions will not be changed
var inst = block.Instructions[i];
// the next instruction to be executed. Transformations will change the next instruction, so this is a method instead of a variable
ILInstruction NextInsn() => block.Instructions.ElementAtOrDefault(i + 1) ?? nextInstruction;
switch (inst) { case BlockContainer container: // visit the contents of the container
Visit(container, continueTarget);
// reduce nesting in switch blocks
if (container.Kind == ContainerKind.Switch && CanDuplicateExit(NextInsn(), continueTarget, out var keywordExit1) && ReduceSwitchNesting(block, container, keywordExit1)) { RemoveRedundantExit(block, nextInstruction); } break; case IfInstruction ifInst: ImproveILOrdering(block, ifInst, continueTarget);
// reduce nesting in if/else blocks
if (CanDuplicateExit(NextInsn(), continueTarget, out var keywordExit2) && ReduceNesting(block, ifInst, keywordExit2)) RemoveRedundantExit(block, nextInstruction);
// visit content blocks
if (ifInst.TrueInst is Block trueBlock) Visit(trueBlock, continueTarget, NextInsn());
if (ifInst.FalseInst is Block falseBlock) { if (ifInst.TrueInst.HasFlag(InstructionFlags.EndPointUnreachable)) { ExtractElseBlock(ifInst); break; }
Visit(falseBlock, continueTarget, NextInsn()); } break; default: // blocks can only exit containers via leave instructions, not fallthrough, so the only relevant context is `continueTarget`
VisitContainers(inst, continueTarget);
// reducing nesting inside Try/Using/Lock etc, may make the endpoint unreachable.
// This should only happen by replacing a Leave with the exit instruction we're about to delete, but I can't see a good way to assert this
// This would be better placed in ReduceNesting, but it's more difficult to find the affected instructions/blocks there than here
if (i == block.Instructions.Count - 2 && inst.HasFlag(InstructionFlags.EndPointUnreachable)) { context.Step("Remove unreachable exit", block.Instructions.Last()); block.Instructions.RemoveLast();
// This would be the right place to check and fix the redundant continue; in TestCases.Pretty.ReduceNesting.BreakLockInLoop
// but doing so would require knowledge of what `inst` is, and how it works. (eg. to target the try block and not catch or finally blocks)
} break; } } }
// search for child containers to reduce nesting in
private void VisitContainers(ILInstruction inst, Block continueTarget) { switch (inst) { case ILFunction _: break; // assume inline ILFunctions are already transformed
case BlockContainer cont: Visit(cont, continueTarget); break; default: foreach (var child in inst.Children) VisitContainers(child, continueTarget); break; } }
/// <summary>
/// For an if statement with an unreachable end point and no else block,
/// inverts to match IL order of the first statement of each branch
/// </summary>
private void ImproveILOrdering(Block block, IfInstruction ifInst, Block continueTarget) { if (!block.HasFlag(InstructionFlags.EndPointUnreachable) || !ifInst.TrueInst.HasFlag(InstructionFlags.EndPointUnreachable) || !ifInst.FalseInst.MatchNop()) return;
Debug.Assert(ifInst != block.Instructions.Last());
var trueRangeStart = ConditionDetection.GetStartILOffset(ifInst.TrueInst, out bool trueRangeIsEmpty); var falseRangeStart = ConditionDetection.GetStartILOffset(block.Instructions[block.Instructions.IndexOf(ifInst) + 1], out bool falseRangeIsEmpty); if (trueRangeIsEmpty || falseRangeIsEmpty || falseRangeStart >= trueRangeStart) return;
if (block.Instructions.Last() is Leave leave && !leave.IsLeavingFunction && leave.TargetContainer.Kind == ContainerKind.Normal) { // non-keyword leave. Can't move out of the last position in the block (fall-through) without introducing goto, unless it can be replaced with a keyword (return/continue)
if (!CanDuplicateExit(block.Instructions.Last(), continueTarget, out var keywordExit)) return;
context.Step("Replace leave with keyword exit", ifInst.TrueInst); block.Instructions.Last().ReplaceWith(keywordExit.Clone()); }
ConditionDetection.InvertIf(block, ifInst, context); }
/// <summary>
/// Reduce Nesting in if/else statements by duplicating an exit instruction.
/// Does not affect IL order
/// </summary>
private bool ReduceNesting(Block block, IfInstruction ifInst, ILInstruction exitInst) { // start tallying stats for heuristics from then and else-if blocks
int maxStatements = 0, maxDepth = 0; UpdateStats(ifInst.TrueInst, ref maxStatements, ref maxDepth);
// if (cond) { ... } exit;
if (ifInst.FalseInst.MatchNop()) { // a separate heuristic to ShouldReduceNesting as there is visual balancing to be performed based on number of statments
if (maxDepth < 2) return false;
// ->
// if (!cond) exit;
// ...; exit;
EnsureEndPointUnreachable(block, exitInst); Debug.Assert(ifInst == block.Instructions.SecondToLastOrDefault());
// use the same exit the block has. If the block already has one (such as a leave from a try), keep it in place
EnsureEndPointUnreachable(ifInst.TrueInst, block.Instructions.Last()); ConditionDetection.InvertIf(block, ifInst, context);
// ensure the exit inst of the if instruction is a keyword
Debug.Assert(!(ifInst.TrueInst is Block)); if (!ifInst.TrueInst.Match(exitInst).Success) { Debug.Assert(ifInst.TrueInst is Leave); context.Step("Replace leave with keyword exit", ifInst.TrueInst); ifInst.TrueInst.ReplaceWith(exitInst.Clone()); } return true; }
// else-if trees are considered as a single group from the root IfInstruction
if (GetElseIfParent(ifInst) != null) return false;
// find the else block and tally stats for each else-if block
while (Block.Unwrap(ifInst.FalseInst) is IfInstruction elseIfInst) { UpdateStats(elseIfInst.TrueInst, ref maxStatements, ref maxDepth); ifInst = elseIfInst; }
if (!ShouldReduceNesting(ifInst.FalseInst, maxStatements, maxDepth)) return false;
// extract the else block and insert exit points all the way up the else-if tree
do { var elseIfInst = GetElseIfParent(ifInst);
// if (cond) { ... } else { ... } exit;
// ->
// if (cond) { ...; exit; }
// ...; exit;
EnsureEndPointUnreachable(ifInst.TrueInst, exitInst); if (ifInst.FalseInst.HasFlag(InstructionFlags.EndPointUnreachable)) { Debug.Assert(ifInst.HasFlag(InstructionFlags.EndPointUnreachable)); Debug.Assert(ifInst.Parent == block); int removeAfter = ifInst.ChildIndex + 1; if (removeAfter < block.Instructions.Count) { // Remove all instructions that ended up dead
// (this should just be exitInst itself)
Debug.Assert(block.Instructions.SecondToLastOrDefault() == ifInst); Debug.Assert(block.Instructions.Last() == exitInst); block.Instructions.RemoveRange(removeAfter, block.Instructions.Count - removeAfter); } } ExtractElseBlock(ifInst); ifInst = elseIfInst; } while (ifInst != null);
return true; }
/// <summary>
/// Reduce Nesting in switch statements by replacing break; in cases with the block exit, and extracting the default case
/// Does not affect IL order
/// </summary>
private bool ReduceSwitchNesting(Block parentBlock, BlockContainer switchContainer, ILInstruction exitInst) { // break; from outer container cannot be brought inside the switch as the meaning would change
if (exitInst is Leave leave && !leave.IsLeavingFunction) return false;
// find the default section, and ensure it has only one incoming edge
var switchInst = (SwitchInstruction)switchContainer.EntryPoint.Instructions.Single(); var defaultSection = switchInst.Sections.MaxBy(s => s.Labels.Count()); if (!defaultSection.Body.MatchBranch(out var defaultBlock) || defaultBlock.IncomingEdgeCount != 1) return false; if (defaultBlock.Parent != switchContainer) return false;
// tally stats for heuristic from each case block
int maxStatements = 0, maxDepth = 0; foreach (var section in switchInst.Sections) if (section != defaultSection && section.Body.MatchBranch(out var caseBlock) && caseBlock.Parent == switchContainer) UpdateStats(caseBlock, ref maxStatements, ref maxDepth);
if (!ShouldReduceNesting(defaultBlock, maxStatements, maxDepth)) return false;
Debug.Assert(defaultBlock.HasFlag(InstructionFlags.EndPointUnreachable));
// ensure the default case dominator tree has no exits (branches to other cases)
var cfg = new ControlFlowGraph(switchContainer, context.CancellationToken); var defaultNode = cfg.GetNode(defaultBlock); var defaultTree = TreeTraversal.PreOrder(defaultNode, n => n.DominatorTreeChildren).ToList(); if (defaultTree.SelectMany(n => n.Successors).Any(n => !defaultNode.Dominates(n))) return false;
if (defaultTree.Count > 1 && !(parentBlock.Parent is BlockContainer)) return false;
context.Step("Extract default case of switch", switchContainer);
// if the switch container is followed by an instruction, it must be a Leave from a try/pinned/etc or exitInst
// When it's a leave from a container, it's better to let the extracted default block 'fall through' rather than duplicating whatever
// instruction eventually follows the container
if (parentBlock.Instructions.SecondToLastOrDefault() == switchContainer) { if (defaultBlock.Instructions.Last().MatchLeave(switchContainer)) defaultBlock.Instructions.Last().ReplaceWith(parentBlock.Instructions.Last());
parentBlock.Instructions.RemoveLast(); }
// replace all break; statements with the exitInst
var leaveInstructions = switchContainer.Descendants.Where(inst => inst.MatchLeave(switchContainer)); foreach (var leaveInst in leaveInstructions.ToArray()) leaveInst.ReplaceWith(exitInst.Clone());
// replace the default section branch with a break;
defaultSection.Body.ReplaceWith(new Leave(switchContainer));
// remove all default blocks from the switch container
var defaultBlocks = defaultTree.Select(c => (Block)c.UserData).ToList(); foreach (var block in defaultBlocks) switchContainer.Blocks.Remove(block);
Debug.Assert(parentBlock.Instructions.Last() == switchContainer); parentBlock.Instructions.AddRange(defaultBlock.Instructions);
// add any additional blocks from the default case to the parent container
Debug.Assert(defaultBlocks[0] == defaultBlock); if (defaultBlocks.Count > 1) { var parentContainer = (BlockContainer)parentBlock.Parent; int insertAt = parentContainer.Blocks.IndexOf(parentBlock) + 1; foreach (var block in defaultBlocks.Skip(1)) parentContainer.Blocks.Insert(insertAt++, block); }
return true; }
/// <summary>
/// Checks if an exit is a duplicable keyword exit (return; break; continue;)
/// </summary>
private bool CanDuplicateExit(ILInstruction exit, Block continueTarget, out ILInstruction keywordExit) { keywordExit = exit; if (exit != null && exit.MatchBranch(continueTarget)) return true; // keyword is continue
if (!(exit is Leave leave && leave.Value.MatchNop())) return false; // don't duplicate valued returns
if (leave.IsLeavingFunction || leave.TargetContainer.Kind != ContainerKind.Normal) return true; // keyword is return || break
// leave from a try/pinned/lock etc, check if the target (the instruction following the target container) is duplicable, if so, set keywordExit to that
ILInstruction leavingInst = leave.TargetContainer; Debug.Assert(!leavingInst.HasFlag(InstructionFlags.EndPointUnreachable)); while (!(leavingInst.Parent is Block b) || leavingInst == b.Instructions.Last()) { if (leavingInst.Parent is TryFinally tryFinally) { if (leavingInst.SlotInfo == TryFinally.FinallyBlockSlot) { // cannot duplicate leaves from finally containers
Debug.Assert(leave.TargetContainer == tryFinally.FinallyBlock); //finally cannot have control flow
return false; } if (tryFinally.HasFlag(InstructionFlags.EndPointUnreachable)) { // finally block changes return value/throws an exception? Yikes. Lets leave it alone
Debug.Assert(tryFinally.FinallyBlock.HasFlag(InstructionFlags.EndPointUnreachable)); return false; } } else if (leavingInst.Parent is TryFault tryFault && leavingInst.SlotInfo == TryFault.FaultBlockSlot) { // cannot duplicate leaves from fault containers either
Debug.Assert(leave.TargetContainer == tryFault.FaultBlock); return false; }
leavingInst = leavingInst.Parent; Debug.Assert(!leavingInst.HasFlag(InstructionFlags.EndPointUnreachable)); Debug.Assert(!(leavingInst is ILFunction)); }
var block = (Block)leavingInst.Parent; var targetInst = block.Instructions[block.Instructions.IndexOf(leavingInst) + 1]; return CanDuplicateExit(targetInst, continueTarget, out keywordExit); }
/// <summary>
/// Ensures the end point of a block is unreachable by duplicating and appending the [exit] instruction following the end point
/// </summary>
/// <param name="inst">The instruction/block of interest</param>
/// <param name="fallthroughExit">The next instruction to be executed (provided inst does not exit)</param>
private void EnsureEndPointUnreachable(ILInstruction inst, ILInstruction fallthroughExit) { if (!(inst is Block block)) { Debug.Assert(inst.HasFlag(InstructionFlags.EndPointUnreachable)); return; }
if (!block.HasFlag(InstructionFlags.EndPointUnreachable)) { context.Step("Duplicate block exit", fallthroughExit); block.Instructions.Add(fallthroughExit.Clone()); } }
/// <summary>
/// Removes a redundant block exit instruction.
/// </summary>
private void RemoveRedundantExit(Block block, ILInstruction implicitExit) { if (block.Instructions.Last().Match(implicitExit).Success) { context.Step("Remove redundant exit", block.Instructions.Last()); block.Instructions.RemoveLast(); } }
/// <summary>
/// Determines if an IfInstruction is an else-if and returns the preceeding (parent) IfInstruction
///
/// [else-]if (parent-cond) else { ifInst }
/// </summary>
private IfInstruction GetElseIfParent(IfInstruction ifInst) { Debug.Assert(ifInst.Parent is Block); if (Block.Unwrap(ifInst.Parent) == ifInst && // only instruction in block
ifInst.Parent.Parent is IfInstruction elseIfInst && // parent of block is an IfInstruction
elseIfInst.FalseInst == ifInst.Parent) // part of the false branch not the true branch
return elseIfInst;
return null; }
/// <summary>
/// Adds a code path to the current heuristic tally
/// </summary>
private void UpdateStats(ILInstruction inst, ref int maxStatements, ref int maxDepth) { int numStatements = 0; ComputeStats(inst, ref numStatements, ref maxDepth, 0); maxStatements = Math.Max(numStatements, maxStatements); }
/// <summary>
/// Recursively computes the number of statements and maximum nested depth of an instruction
/// </summary>
private void ComputeStats(ILInstruction inst, ref int numStatements, ref int maxDepth, int currentDepth, bool isStatement = true) { if (isStatement) numStatements++;
if (currentDepth > maxDepth) { Debug.Assert(isStatement); maxDepth = currentDepth; }
// enumerate children statements and containers
switch (inst) { case Block block: if (isStatement) numStatements--; // don't count blocks as statements
// add each child as a statement (unless we're a named block)
foreach (var child in block.Instructions) ComputeStats(child, ref numStatements, ref maxDepth, currentDepth, block.Kind != BlockKind.CallWithNamedArgs && block.Kind != BlockKind.CallInlineAssign);
// final instruction as an expression
ComputeStats(block.FinalInstruction, ref numStatements, ref maxDepth, currentDepth, false); break; case BlockContainer container: if (!isStatement) numStatements++; //always add a statement for a container in an expression
var containerBody = container.EntryPoint; if (container.Kind == ContainerKind.For || container.Kind == ContainerKind.While) { Debug.Assert(isStatement);
if (!container.MatchConditionBlock(container.EntryPoint, out _, out containerBody)) throw new NotSupportedException("Invalid condition block in loop."); }
// don't count implicit leave. Can't avoid counting for loop initializers but close enough, for loops can have an extra statement of visual weight
var lastInst = containerBody.Instructions.Last(); if ((container.Kind == ContainerKind.For || container.Kind == ContainerKind.DoWhile) && lastInst.MatchBranch(container.Blocks.Last()) || (container.Kind == ContainerKind.Loop || container.Kind == ContainerKind.While) && lastInst.MatchBranch(container.Blocks[0]) || container.Kind == ContainerKind.Normal && lastInst.MatchLeave(container) || container.Kind == ContainerKind.Switch) // SwitchInstructyion always counts as a statement anyway, so no need to count the container as well
numStatements--;
// add the nested body
ComputeStats(containerBody, ref numStatements, ref maxDepth, currentDepth + 1); break; case IfInstruction ifInst when ifInst.ResultType == StackType.Void: Debug.Assert(isStatement); // nested then instruction
ComputeStats(ifInst.TrueInst, ref numStatements, ref maxDepth, currentDepth + 1);
// include all nested else-if instructions at the same depth
var elseInst = ifInst.FalseInst; while (Block.Unwrap(elseInst) is IfInstruction elseIfInst) { numStatements++; ComputeStats(elseIfInst.TrueInst, ref numStatements, ref maxDepth, currentDepth + 1); elseInst = elseIfInst.FalseInst; }
// include all nested else instruction
ComputeStats(elseInst, ref numStatements, ref maxDepth, currentDepth + 1); break; case SwitchSection section: Debug.Assert(!isStatement); // labels are just children of the SwitchInstruction
numStatements++; // add a statement for each case label
// add all the case blocks at the current depth
// most formatters indent switch blocks twice, but we don't want this heuristic to be based on formatting
// so we remain conservative and only include the increase in depth from the container and not the labels
if (section.Body.MatchBranch(out var caseBlock) && caseBlock.Parent == section.Parent.Parent.Parent) ComputeStats(caseBlock, ref numStatements, ref maxDepth, currentDepth); break; case ILFunction func: int bodyStatements = 0; int bodyMaxDepth = maxDepth; ComputeStats(func.Body, ref bodyStatements, ref bodyMaxDepth, currentDepth); if (bodyStatements >= 2) { // don't count inline functions
numStatements += bodyStatements; maxDepth = bodyMaxDepth; } break; default: // search each child instruction. Containers will contain statements and contribute to stats
int subStatements = 0; foreach (var child in inst.Children) ComputeStats(child, ref subStatements, ref maxDepth, currentDepth, false);
numStatements += subStatements; if (isStatement && subStatements > 0) numStatements--; // don't count the first container, only its contents, because this statement is already counted
break; } }
/// <summary>
/// Heuristic to determine whether it is worth duplicating exits into the preceeding sibling blocks (then/else-if/case)
/// in order to reduce the nesting of inst by 1
/// </summary>
/// <param name="inst">The instruction heading the nested candidate block</param>
/// <param name="maxStatements">The number of statements in the largest sibling block</param>
/// <param name="maxDepth">The relative depth of the most nested statement in the sibling blocks</param>
/// <returns></returns>
private bool ShouldReduceNesting(ILInstruction inst, int maxStatements, int maxDepth) { int maxStatements2 = 0, maxDepth2 = 0; UpdateStats(inst, ref maxStatements2, ref maxDepth2); // if the max depth is 2, always reduce nesting (total depth 3 or more)
// if the max depth is 1, reduce nesting if this block is the largest
// otherwise reduce nesting only if this block is twice as large as any other
return maxDepth2 >= 2 || maxDepth2 >= 1 && maxStatements2 > maxStatements || maxStatements2 >= 2 * maxStatements; }
/// <summary>
/// if (cond) { ...; exit; } else { ... }
/// ...;
/// ->
/// if (cond) { ...; exit; }
/// ...;
/// ...;
/// </summary>
/// <param name="ifInst"></param>
private void ExtractElseBlock(IfInstruction ifInst) { Debug.Assert(ifInst.TrueInst.HasFlag(InstructionFlags.EndPointUnreachable)); var block = (Block)ifInst.Parent; var falseBlock = (Block)ifInst.FalseInst;
context.Step("Extract else block", ifInst); int insertAt = block.Instructions.IndexOf(ifInst) + 1; for (int i = 0; i < falseBlock.Instructions.Count; i++) block.Instructions.Insert(insertAt++, falseBlock.Instructions[i]);
ifInst.FalseInst = new Nop(); }
private void EliminateRedundantTryFinally(TryFinally tryFinally, ILTransformContext context) { /* The C# compiler sometimes generates try-finally structures for fixed statements. After our transforms runs, these are redundant and can be removed. .try BlockContainer { Block IL_001a (incoming: 1) { PinnedRegion ... } } finally BlockContainer { Block IL_003e (incoming: 1) { leave IL_003e (nop) } } ==> PinnedRegion */ if (!(tryFinally.FinallyBlock is BlockContainer finallyContainer)) return; if (!finallyContainer.SingleInstruction().MatchLeave(finallyContainer)) return; // Finally is empty and redundant. But we'll delete the block only if there's a PinnedRegion.
if (!(tryFinally.TryBlock is BlockContainer tryContainer)) return; if (tryContainer.Blocks.Count != 1) return; var tryBlock = tryContainer.Blocks[0]; if (tryBlock.Instructions.Count == 1) { if (tryBlock.Instructions[0] is PinnedRegion pinnedRegion) { context.Step("Removing try-finally around PinnedRegion", pinnedRegion); tryFinally.ReplaceWith(pinnedRegion); } } else if (tryBlock.Instructions.Count == 2) { if (tryBlock.Instructions[0] is PinnedRegion pinnedRegion && tryBlock.Instructions[1].MatchLeave(tryContainer)) { context.Step("Removing try-finally around PinnedRegion", pinnedRegion); tryFinally.ReplaceWith(pinnedRegion); } } } } }
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