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+/*
+ * Copyright 2015-2018 Adrian Thurston <thurston@colm.net>
+ *
+ * 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.
+ */
+
+#include <assert.h>
+#include <iostream>
+
+#include "fsmgraph.h"
+#include "mergesort.h"
+#include "parsedata.h"
+
+using std::endl;
+
+void FsmAp::nfaFillInStates()
+{
+ long count = nfaList.length();
+
+ /* Can this lead to too many DFAs? Since the nfa merge is removing misfits,
+ * it is possible we remove a state that is on the nfa list, but we don't
+ * adjust count. */
+
+ /* Merge any states that are awaiting merging. This will likey cause
+ * other states to be added to the stfil list. */
+ while ( nfaList.length() > 0 && count-- ) {
+ StateAp *state = nfaList.head;
+
+ StateSet *stateSet = &state->stateDictEl->stateSet;
+ nfaMergeStates( state, stateSet->data, stateSet->length() );
+
+ for ( StateSet::Iter s = *stateSet; s.lte(); s++ )
+ detachStateDict( state, *s );
+
+ nfaList.detach( state );
+ }
+}
+
+void FsmAp::prepareNfaRound()
+{
+ for ( StateList::Iter st = stateList; st.lte(); st++ ) {
+ if ( st->nfaOut != 0 && ! (st->stateBits & STB_NFA_REP) ) {
+ StateSet set;
+ for ( NfaTransList::Iter to = *st->nfaOut; to.lte(); to++ )
+ set.insert( to->toState );
+
+ st->stateDictEl = new StateDictEl( set );
+ st->stateDictEl->targState = st;
+ stateDict.insert( st->stateDictEl );
+ delete st->nfaOut;
+ st->nfaOut = 0;
+
+ nfaList.append( st );
+ }
+ }
+}
+
+void FsmAp::finalizeNfaRound()
+{
+ /* For any remaining NFA states, remove from the state dict. We need to
+ * keep the state sets. */
+ for ( NfaStateList::Iter ns = nfaList; ns.lte(); ns++ )
+ stateDict.detach( ns->stateDictEl );
+
+ /* Disassociate non-nfa states from their state dicts. */
+ for ( StateDict::Iter sdi = stateDict; sdi.lte(); sdi++ )
+ sdi->targState->stateDictEl = 0;
+
+ /* Delete the state dict elements for non-nfa states. */
+ stateDict.empty();
+
+ /* Transfer remaining stateDictEl sets to nfaOut. */
+ while ( nfaList.length() > 0 ) {
+ StateAp *state = nfaList.head;
+ state->nfaOut = new NfaTransList;
+ for ( StateSet::Iter ss = state->stateDictEl->stateSet; ss.lte(); ss++ ) {
+ /* Attach it using the NFA transitions data structure (propigates
+ * to output). */
+ NfaTrans *trans = new NfaTrans( /* 0, 0, */ 1 );
+ state->nfaOut->append( trans );
+ attachToNfa( state, *ss, trans );
+
+ detachStateDict( state, *ss );
+ }
+ delete state->stateDictEl;
+ state->stateDictEl = 0;
+ nfaList.detach( state );
+ }
+}
+
+void FsmAp::nfaMergeStates( StateAp *destState,
+ StateAp **srcStates, int numSrc )
+{
+ for ( int s = 0; s < numSrc; s++ ) {
+ mergeStates( destState, srcStates[s] );
+
+ while ( misfitList.length() > 0 ) {
+ StateAp *state = misfitList.head;
+
+ /* Detach and delete. */
+ detachState( state );
+ misfitList.detach( state );
+ delete state;
+ }
+ }
+}
+
+
+/*
+ * WRT action ordering.
+ *
+ * All the pop restore actions get an ordering of -2 to cause them to always
+ * execute first. This is the action that restores the state and we need that
+ * to happen before any user actions.
+ */
+const int ORD_PUSH = 0;
+const int ORD_RESTORE = -3;
+const int ORD_COND = -1;
+const int ORD_COND2 = -2;
+const int ORD_TEST = 1073741824;
+
+void FsmAp::transferOutToNfaTrans( NfaTrans *trans, StateAp *state )
+{
+ trans->popFrom = state->fromStateActionTable;
+ trans->popCondSpace = state->outCondSpace;
+ trans->popCondKeys = state->outCondKeys;
+ trans->priorTable.setPriors( state->outPriorTable );
+ trans->popAction.setActions( state->outActionTable );
+}
+
+FsmRes FsmAp::nfaWrap( FsmAp *fsm, Action *push, Action *pop, Action *init,
+ Action *stay, Action *exit, NfaRepeatMode mode )
+{
+ /*
+ * First Concat.
+ */
+ StateSet origFinals = fsm->finStateSet;
+
+ /* Get the orig start state. */
+ StateAp *origStartState = fsm->startState;
+
+ /* New start state. */
+ StateAp *newStart = fsm->addState();
+
+ newStart->nfaOut = new NfaTransList;
+
+ const int orderInit = 0;
+ const int orderStay = mode == NfaGreedy ? 3 : 1;
+ const int orderExit = mode == NfaGreedy ? 1 : 3;
+
+ NfaTrans *trans;
+ if ( init ) {
+ /* Transition into the repetition. Doesn't make much sense to flip this
+ * statically false, but provided for consistency of interface. Allows
+ * an init so we can have only local state manipulation. */
+ trans = new NfaTrans( orderInit );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, init );
+
+ newStart->nfaOut->append( trans );
+ fsm->attachToNfa( newStart, origStartState, trans );
+ }
+
+ StateAp *newFinal = fsm->addState();
+
+ for ( StateSet::Iter orig = origFinals; orig.lte(); orig++ ) {
+ /* For every final state, we place a new final state in front of it,
+ * with an NFA transition to the original. This is the "stay" choice. */
+ StateAp *repl = fsm->addState();
+ fsm->moveInwardTrans( repl, *orig );
+
+ repl->nfaOut = new NfaTransList;
+
+ if ( stay != 0 ) {
+ /* Transition to original final state. Represents staying. */
+ trans = new NfaTrans( orderStay );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, stay );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, *orig, trans );
+ }
+
+ if ( exit != 0 ) {
+ /* Transition to thew new final. Represents exiting. */
+ trans = new NfaTrans( orderExit );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, exit );
+
+ fsm->transferOutToNfaTrans( trans, *orig );
+ repl->fromStateActionTable.setActions( (*orig)->fromStateActionTable );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, newFinal, trans );
+ }
+
+ fsm->unsetFinState( *orig );
+ }
+
+ fsm->unsetStartState();
+ fsm->setStartState( newStart );
+ fsm->setFinState( newFinal );
+
+ return FsmRes( FsmRes::Fsm(), fsm );
+}
+
+
+FsmRes FsmAp::nfaRepeatOp2( FsmAp *fsm, Action *push, Action *pop, Action *init,
+ Action *stay, Action *repeat, Action *exit, NfaRepeatMode mode )
+{
+ /*
+ * First Concat.
+ */
+ StateSet origFinals = fsm->finStateSet;
+
+ /* Get the orig start state. */
+ StateAp *origStartState = fsm->startState;
+ StateAp *repStartState = fsm->dupStartState();
+
+ /* New start state. */
+ StateAp *newStart1 = fsm->addState();
+ StateAp *newStart2 = fsm->addState();
+
+ newStart1->nfaOut = new NfaTransList;
+ newStart2->nfaOut = new NfaTransList;
+
+ const int orderInit = 0;
+ const int orderStay = mode == NfaGreedy ? 3 : 1;
+ const int orderRepeat = mode == NfaGreedy ? 2 : 2;
+ const int orderExit = mode == NfaGreedy ? 1 : 3;
+
+ NfaTrans *trans;
+ if ( init ) {
+ /* Transition into the repetition. Doesn't make much sense to flip this
+ * statically false, but provided for consistency of interface. Allows
+ * an init so we can have only local state manipulation. */
+ trans = new NfaTrans( orderInit );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, init );
+
+ newStart1->nfaOut->append( trans );
+ fsm->attachToNfa( newStart1, newStart2, trans );
+ }
+
+ StateAp *newFinal = fsm->addState();
+
+ if ( exit ) {
+ trans = new NfaTrans( orderExit );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, exit );
+
+ newStart2->nfaOut->append( trans );
+ fsm->attachToNfa( newStart1, newFinal, trans );
+ }
+
+ if ( repeat ) {
+ trans = new NfaTrans( orderRepeat );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, repeat );
+
+ newStart2->nfaOut->append( trans );
+ fsm->attachToNfa( newStart1, origStartState, trans );
+ }
+
+ for ( StateSet::Iter orig = origFinals; orig.lte(); orig++ ) {
+ /* For every final state, we place a new final state in front of it,
+ * with an NFA transition to the original. This is the "stay" choice. */
+ StateAp *repl = fsm->addState();
+ fsm->moveInwardTrans( repl, *orig );
+
+ repl->nfaOut = new NfaTransList;
+
+ if ( stay != 0 ) {
+ /* Transition to original final state. Represents staying. */
+ trans = new NfaTrans( orderStay );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, stay );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, *orig, trans );
+ }
+
+ /* Transition back to the start. Represents repeat. */
+ if ( repeat != 0 ) {
+ trans = new NfaTrans( orderRepeat );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, repeat );
+
+ fsm->transferOutToNfaTrans( trans, *orig );
+ repl->fromStateActionTable.setActions( (*orig)->fromStateActionTable );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, repStartState, trans );
+ }
+
+ if ( exit != 0 ) {
+ /* Transition to thew new final. Represents exiting. */
+ trans = new NfaTrans( orderExit );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, exit );
+
+ fsm->transferOutToNfaTrans( trans, *orig );
+ repl->fromStateActionTable.setActions( (*orig)->fromStateActionTable );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, newFinal, trans );
+ }
+
+ fsm->unsetFinState( *orig );
+ }
+
+ fsm->unsetStartState();
+ fsm->setStartState( newStart1 );
+ fsm->setFinState( newFinal );
+
+ return FsmRes( FsmRes::Fsm(), fsm );
+}
+
+
+/* This version contains the init, increment and test in the nfa pop actions.
+ * This is a compositional operator since it doesn't leave any actions to
+ * trailing characters, where they may interact with other actions that use the
+ * same variables. */
+FsmRes FsmAp::nfaRepeatOp( FsmAp *fsm, Action *push, Action *pop, Action *init,
+ Action *stay, Action *repeat, Action *exit )
+{
+ /*
+ * First Concat.
+ */
+ StateSet origFinals = fsm->finStateSet;
+
+ /* Get the orig start state. */
+ StateAp *origStartState = fsm->startState;
+ StateAp *repStartState = fsm->dupStartState();
+
+ /* New start state. */
+ StateAp *newStart = fsm->addState();
+
+ newStart->nfaOut = new NfaTransList;
+
+ NfaTrans *trans;
+ if ( init ) {
+ /* Transition into the repetition. Doesn't make much sense to flip this
+ * statically false, but provided for consistency of interface. Allows
+ * an init so we can have only local state manipulation. */
+ trans = new NfaTrans( 1 );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, init );
+
+ newStart->nfaOut->append( trans );
+ fsm->attachToNfa( newStart, origStartState, trans );
+ }
+
+ StateAp *newFinal = fsm->addState();
+
+ for ( StateSet::Iter orig = origFinals; orig.lte(); orig++ ) {
+ /* For every final state, we place a new final state in front of it,
+ * with an NFA transition to the original. This is the "stay" choice. */
+ StateAp *repl = fsm->addState();
+ fsm->moveInwardTrans( repl, *orig );
+
+ repl->nfaOut = new NfaTransList;
+
+ const int orderStay = 3;
+ const int orderRepeat = 2;
+ const int orderExit = 1;
+
+ if ( stay != 0 ) {
+ /* Transition to original final state. Represents staying. */
+ trans = new NfaTrans( orderStay );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, stay );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, *orig, trans );
+ }
+
+ /* Transition back to the start. Represents repeat. */
+ if ( repeat != 0 ) {
+ trans = new NfaTrans( orderRepeat );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, repeat );
+
+ fsm->transferOutToNfaTrans( trans, *orig );
+ repl->fromStateActionTable.setActions( (*orig)->fromStateActionTable );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, repStartState, trans );
+ }
+
+ if ( exit != 0 ) {
+ /* Transition to thew new final. Represents exiting. */
+ trans = new NfaTrans( orderExit );
+
+ trans->pushTable.setAction( ORD_PUSH, push );
+ trans->restoreTable.setAction( ORD_RESTORE, pop );
+ trans->popTest.setAction( ORD_TEST, exit );
+
+ fsm->transferOutToNfaTrans( trans, *orig );
+ repl->fromStateActionTable.setActions( (*orig)->fromStateActionTable );
+
+ repl->nfaOut->append( trans );
+ fsm->attachToNfa( repl, newFinal, trans );
+ }
+
+ fsm->unsetFinState( *orig );
+ }
+
+ fsm->unsetStartState();
+ fsm->setStartState( newStart );
+ fsm->setFinState( newFinal );
+
+ return FsmRes( FsmRes::Fsm(), fsm );
+}
+
+
+/* Unions others with fsm. Others are deleted. */
+FsmRes FsmAp::nfaUnionOp( FsmAp *fsm, FsmAp **others, int n, int depth, ostream &stats )
+{
+ /* Mark existing NFA states as NFA_REP states, which excludes them from the
+ * prepare NFA round. We must treat them as final NFA states and not try to
+ * make them deterministic. */
+ for ( StateList::Iter st = fsm->stateList; st.lte(); st++ ) {
+ if ( st->nfaOut != 0 )
+ st->stateBits |= STB_NFA_REP;
+ }
+
+ for ( int o = 0; o < n; o++ ) {
+ for ( StateList::Iter st = others[o]->stateList; st.lte(); st++ ) {
+ if ( st->nfaOut != 0 )
+ st->stateBits |= STB_NFA_REP;
+ }
+ }
+
+ for ( int o = 0; o < n; o++ )
+ assert( fsm->ctx == others[o]->ctx );
+
+ /* Not doing misfit accounting here. If we wanted to, it would need to be
+ * made nfa-compatibile. */
+
+ /* Build a state set consisting of both start states */
+ StateSet startStateSet;
+ startStateSet.insert( fsm->startState );
+ for ( int o = 0; o < n; o++ )
+ startStateSet.insert( others[o]->startState );
+
+ /* Both of the original start states loose their start state status. */
+ fsm->unsetStartState();
+ for ( int o = 0; o < n; o++ )
+ others[o]->unsetStartState();
+
+ /* Bring in the rest of other's entry points. */
+ for ( int o = 0; o < n; o++ ) {
+ fsm->copyInEntryPoints( others[o] );
+ others[o]->entryPoints.empty();
+ }
+
+ for ( int o = 0; o < n; o++ ) {
+ /* Merge the lists. This will move all the states from other
+ * into this. No states will be deleted. */
+ fsm->stateList.append( others[o]->stateList );
+ fsm->misfitList.append( others[o]->misfitList );
+ // nfaList.append( others[o]->nfaList );
+ }
+
+ for ( int o = 0; o < n; o++ ) {
+ /* Move the final set data from other into this. */
+ fsm->finStateSet.insert( others[o]->finStateSet );
+ others[o]->finStateSet.empty();
+ }
+
+ for ( int o = 0; o < n; o++ ) {
+ /* Since other's list is empty, we can delete the fsm without
+ * affecting any states. */
+ delete others[o];
+ }
+
+ /* Create a new start state. */
+ fsm->setStartState( fsm->addState() );
+
+ if ( depth == 0 ) {
+ fsm->startState->stateDictEl = new StateDictEl( startStateSet );
+ fsm->nfaList.append( fsm->startState );
+
+ for ( StateSet::Iter s = startStateSet; s.lte(); s++ ) {
+ NfaTrans *trans = new NfaTrans( /* 0, 0, */ 0 );
+
+ if ( fsm->startState->nfaOut == 0 )
+ fsm->startState->nfaOut = new NfaTransList;
+
+ fsm->startState->nfaOut->append( trans );
+ fsm->attachToNfa( fsm->startState, *s, trans );
+ }
+ }
+ else {
+ /* Merge the start states. */
+ if ( fsm->ctx->printStatistics )
+ stats << "nfa-fill-round\t0" << endl;
+
+ fsm->nfaMergeStates( fsm->startState, startStateSet.data, startStateSet.length() );
+
+ long removed = fsm->removeUnreachableStates();
+ if ( fsm->ctx->printStatistics )
+ stats << "round-unreach\t" << removed << endl;
+
+ /* Fill in any new states made from merging. */
+ for ( long i = 1; i < depth; i++ ) {
+ if ( fsm->ctx->printStatistics )
+ stats << "nfa-fill-round\t" << i << endl;
+
+ if ( fsm->nfaList.length() == 0 )
+ break;
+
+ fsm->nfaFillInStates( );
+
+ long removed = fsm->removeUnreachableStates();
+ if ( fsm->ctx->printStatistics )
+ stats << "round-unreach\t" << removed << endl;
+ }
+
+ fsm->finalizeNfaRound();
+
+ long maxStateSetSize = 0;
+ long count = 0;
+ for ( StateList::Iter s = fsm->stateList; s.lte(); s++ ) {
+ if ( s->nfaOut != 0 && s->nfaOut->length() > 0 ) {
+ count += 1;
+ if ( s->nfaOut->length() > maxStateSetSize )
+ maxStateSetSize = s->nfaOut->length();
+ }
+ }
+
+ if ( fsm->ctx->printStatistics ) {
+ stats << "fill-list\t" << count << endl;
+ stats << "state-dict\t" << fsm->stateDict.length() << endl;
+ stats << "states\t" << fsm->stateList.length() << endl;
+ stats << "max-ss\t" << maxStateSetSize << endl;
+ }
+
+ fsm->removeUnreachableStates();
+
+ if ( fsm->ctx->printStatistics )
+ stats << "post-unreachable\t" << fsm->stateList.length() << endl;
+
+ fsm->minimizePartition2();
+
+ if ( fsm->ctx->printStatistics ) {
+ stats << "post-min\t" << fsm->stateList.length() << std::endl;
+ stats << std::endl;
+ }
+ }
+
+ return FsmRes( FsmRes::Fsm(), fsm );
+}
+
+FsmRes FsmAp::nfaUnion( const NfaRoundVect &roundsList,
+ FsmAp **machines, int numMachines,
+ std::ostream &stats, bool printStatistics )
+{
+ long sumPlain = 0, sumMin = 0;
+ for ( int i = 0; i < numMachines; i++ ) {
+ sumPlain += machines[i]->stateList.length();
+
+ machines[i]->removeUnreachableStates();
+ machines[i]->minimizePartition2();
+
+ sumMin += machines[i]->stateList.length();
+ }
+
+ if ( printStatistics ) {
+ stats << "sum-plain\t" << sumPlain << endl;
+ stats << "sum-minimized\t" << sumMin << endl;
+ }
+
+ /* For each round. */
+ for ( NfaRoundVect::Iter r = roundsList; r.lte(); r++ ) {
+
+ if ( printStatistics ) {
+ stats << "depth\t" << r->depth << endl;
+ stats << "grouping\t" << r->groups << endl;
+ }
+
+ int numGroups = 0;
+ int start = 0;
+ while ( start < numMachines ) {
+ /* If nfa-group-max is zero, don't group, put all terms into a single
+ * n-depth NFA. */
+ int amount = r->groups == 0 ? numMachines : r->groups;
+ if ( ( start + amount ) > numMachines )
+ amount = numMachines - start;
+
+ FsmAp **others = machines + start + 1;
+ FsmRes res = FsmAp::nfaUnionOp( machines[start], others, (amount - 1), r->depth, stats );
+ machines[start] = res.fsm;
+
+ start += amount;
+ numGroups++;
+ }
+
+ if ( numGroups == 1 )
+ break;
+
+ /* Move the group starts into the groups array. */
+ FsmAp **groups = new FsmAp*[numGroups];
+ int g = 0;
+ start = 0;
+ while ( start < numMachines ) {
+ groups[g] = machines[start];
+ start += r->groups == 0 ? numMachines : r->groups;
+ g++;
+ }
+
+ delete[] machines;
+ machines = groups;
+ numMachines = numGroups;
+ }
+
+ FsmAp *ret = machines[0];
+ return FsmRes( FsmRes::Fsm(), ret );
+}