Struct ScopeState

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pub struct ScopeState {
    pub(crate) function: Option<Symbol>,
    pub(crate) variant: Option<Variant>,
    pub(crate) has_return: bool,
    pub(crate) program_name: Option<Symbol>,
    pub(crate) module_name: Vec<Symbol>,
    pub(crate) is_stub: bool,
    pub(crate) futures: IndexMap<Symbol, Location>,
    pub(crate) has_called_finalize: bool,
    pub(crate) already_contains_an_async_block: bool,
    pub(crate) is_conditional: bool,
    pub(crate) call_location: Option<Location>,
    pub(crate) is_constructor: bool,
}

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§function: Option<Symbol>

The name of the function that we are currently traversing.

§variant: Option<Variant>

The variant of the function that we are currently traversing.

§has_return: bool

Whether or not the function that we are currently traversing has a return statement.

§program_name: Option<Symbol>

Current program name.

§module_name: Vec<Symbol>

Current module name.

§is_stub: bool

Whether or not we are currently traversing a stub.

§futures: IndexMap<Symbol, Location>

The futures that must be propagated to an async function. We only expect futures in the top level program scope at this stage so just refer to them by their names.

§has_called_finalize: bool

Whether the finalize caller has called the finalize function.

§already_contains_an_async_block: bool

Whether this function already contains an async block.

§is_conditional: bool

Whether we are currently traversing a conditional statement.

§call_location: Option<Location>

Location of most recent external call that produced a future.

§is_constructor: bool

Whether we are currently traversing a constructor.

Implementations§

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impl ScopeState

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pub fn new() -> Self

Initializes a new ScopeState.

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pub fn reset(&mut self)

Resets the scope state to a valid starting state, before traversing a function or constructor.

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pub fn location(&self) -> Location

Get the current location.

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