`unescape_literal` becomes `unescape_unicode`, and `unescape_c_string`
becomes `unescape_mixed`. Because rfc3349 will mean that C string
literals will no longer be the only mixed utf8 literals.
- Rename it as `MixedUnit`, because it will soon be used in more than
just C string literals.
- Change the `Byte` variant to `HighByte` and use it only for
`\x80`..`\xff` cases. This fixes the old inexactness where ASCII chars
could be encoded with either `Byte` or `Char`.
- Add useful comments.
- Remove `is_ascii`, in favour of `u8::is_ascii`.
fix panic with reference in macro
it panic at `builder.make_mut(segment)`, where segment is from macro expand. And the usage reference in orginal macro call isn't a `PathSegment` so we can't update it in `apply_references`, I can't find a way to deal with it properly so here just filter out the reference in macro. LMK if there are better way to fix this
try to close https://github.com/rust-lang/rust-analyzer/issues/16328
Expand lint tables && make clippy happy 🎉
This PR expands the lint tables on `./Cargo.toml` and thereby makes `cargo clippy` exit successfully! 🎉Fixes#15918
## How?
In the beginning there are some warnings for rustc.
Next, and most importantly, there is the clippy lint table. There are a few sections in there.
First there are the lint groups.
Second there are all lints which are permanently allowed with the reasoning why they are allowed.
Third there is a huge list of temporarily allowed lints. They should be removed in the mid-term, but incur a substantial amount of work, therefore they are allowed for now and can be worked on bit by bit.
Fourth there are all lints which should warn.
Additionally there are a few allow statements in the code for lints which should be permanently allowed in this specific place, but not in the whole code base.
## Follow up work
- [ ] Run clippy in CI
- [ ] Remove tidy test (at least `@Veykril` wrote this in #15017)
- [ ] Work on temporarily allowed lints
internal: Record FnAbi
This unfortunately breaks our lub coercions, so will need to look into fixing that first, though I am not sure what is going wrong where...
Stubbed some stuff out for the time being.