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|
/*
* Copyright 2001-2018 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 "action.h"
using std::endl;
Action::~Action()
{
/* If we were created by substitution of another action then we don't own the inline list. */
if ( substOf == 0 && inlineList != 0 ) {
inlineList->empty();
delete inlineList;
inlineList = 0;
}
}
InlineItem::~InlineItem()
{
if ( children != 0 ) {
children->empty();
delete children;
}
}
/* Make a new state. The new state will be put on the graph's
* list of state. The new state can be created final or non final. */
StateAp *FsmAp::addState()
{
/* Make the new state to return. */
StateAp *state = new StateAp();
if ( misfitAccounting ) {
/* Create the new state on the misfit list. All states are created
* with no foreign in transitions. */
misfitList.append( state );
}
else {
/* Create the new state. */
stateList.append( state );
}
return state;
}
/* Construct an FSM that is the concatenation of an array of characters. A new
* machine will be made that has len+1 states with one transition between each
* state for each integer in str. IsSigned determines if the integers are to
* be considered as signed or unsigned ints. */
FsmAp *FsmAp::concatFsm( FsmCtx *ctx, Key *str, int len )
{
FsmAp *fsm = new FsmAp( ctx );
/* Make the first state and set it as the start state. */
StateAp *last = fsm->addState();
fsm->setStartState( last );
/* Attach subsequent states. */
for ( int i = 0; i < len; i++ ) {
StateAp *newState = fsm->addState();
fsm->attachNewTrans( last, newState, str[i], str[i] );
last = newState;
}
/* Make the last state the final state. */
fsm->setFinState( last );
return fsm;
}
/* Case insensitive version of concatFsm. */
FsmAp *FsmAp::concatFsmCI( FsmCtx *ctx, Key *str, int len )
{
FsmAp *fsm = new FsmAp( ctx );
/* Make the first state and set it as the start state. */
StateAp *last = fsm->addState();
fsm->setStartState( last );
/* Attach subsequent states. */
for ( int i = 0; i < len; i++ ) {
StateAp *newState = fsm->addState();
KeySet keySet( ctx->keyOps );
if ( str[i].isLower() )
keySet.insert( str[i].toUpper() );
if ( str[i].isUpper() )
keySet.insert( str[i].toLower() );
keySet.insert( str[i] );
for ( int i = 0; i < keySet.length(); i++ )
fsm->attachNewTrans( last, newState, keySet[i], keySet[i] );
last = newState;
}
/* Make the last state the final state. */
fsm->setFinState( last );
return fsm;
}
/* Construct a machine that matches one character. A new machine will be made
* that has two states with a single transition between the states. */
FsmAp *FsmAp::concatFsm( FsmCtx *ctx, Key chr )
{
FsmAp *fsm = new FsmAp( ctx );
/* Two states first start, second final. */
fsm->setStartState( fsm->addState() );
StateAp *end = fsm->addState();
fsm->setFinState( end );
/* Attach on the character. */
fsm->attachNewTrans( fsm->startState, end, chr, chr );
return fsm;
}
/* Case insensitive version of single-char concat FSM. */
FsmAp *FsmAp::concatFsmCI( FsmCtx *ctx, Key chr )
{
return concatFsmCI( ctx, &chr, 1 );
}
/* Construct a machine that matches any character in set. A new machine will
* be made that has two states and len transitions between the them. The set
* should be ordered correctly accroding to KeyOps and should not contain
* any duplicates. */
FsmAp *FsmAp::orFsm( FsmCtx *ctx, Key *set, int len )
{
FsmAp *fsm = new FsmAp( ctx );
/* Two states first start, second final. */
fsm->setStartState( fsm->addState() );
StateAp *end = fsm->addState();
fsm->setFinState( end );
for ( int i = 1; i < len; i++ )
assert( ctx->keyOps->lt( set[i-1], set[i] ) );
/* Attach on all the integers in the given string of ints. */
for ( int i = 0; i < len; i++ )
fsm->attachNewTrans( fsm->startState, end, set[i], set[i] );
return fsm;
}
FsmAp *FsmAp::dotFsm( FsmCtx *ctx )
{
FsmAp *retFsm = FsmAp::rangeFsm( ctx,
ctx->keyOps->minKey, ctx->keyOps->maxKey );
return retFsm;
}
FsmAp *FsmAp::dotStarFsm( FsmCtx *ctx )
{
FsmAp *retFsm = FsmAp::rangeStarFsm( ctx,
ctx->keyOps->minKey, ctx->keyOps->maxKey );
return retFsm;
}
/* Construct a machine that matches a range of characters. A new machine will
* be made with two states and a range transition between them. The range will
* match any characters from low to high inclusive. Low should be less than or
* equal to high otherwise undefined behaviour results. IsSigned determines
* if the integers are to be considered as signed or unsigned ints. */
FsmAp *FsmAp::rangeFsm( FsmCtx *ctx, Key low, Key high )
{
FsmAp *fsm = new FsmAp( ctx );
/* Two states first start, second final. */
fsm->setStartState( fsm->addState() );
StateAp *end = fsm->addState();
fsm->setFinState( end );
/* Attach using the range of characters. */
fsm->attachNewTrans( fsm->startState, end, low, high );
return fsm;
}
FsmAp *FsmAp::notRangeFsm( FsmCtx *ctx, Key low, Key high )
{
FsmAp *fsm = new FsmAp( ctx );
/* Two states first start, second final. */
fsm->setStartState( fsm->addState() );
StateAp *end = fsm->addState();
fsm->setFinState( end );
/* Attach using the range of characters. */
if ( ctx->keyOps->lt( ctx->keyOps->minKey, low ) ) {
ctx->keyOps->decrement( low );
fsm->attachNewTrans( fsm->startState, end, ctx->keyOps->minKey, low );
}
if ( ctx->keyOps->lt( high, ctx->keyOps->maxKey ) ) {
ctx->keyOps->increment( high );
fsm->attachNewTrans( fsm->startState, end, high, ctx->keyOps->maxKey );
}
return fsm;
}
FsmAp *FsmAp::rangeFsmCI( FsmCtx *ctx, Key lowKey, Key highKey )
{
FsmAp *retFsm = rangeFsm( ctx, lowKey, highKey );
/* Union the portion that covers alphas. */
if ( lowKey.getVal() <= 'z' ) {
int low, high;
if ( lowKey.getVal() <= 'a' )
low = 'a';
else
low = lowKey.getVal();
if ( highKey.getVal() >= 'a' ) {
if ( highKey.getVal() >= 'z' )
high = 'z';
else
high = highKey.getVal();
/* Add in upper(low) .. upper(high) */
FsmAp *addFsm = FsmAp::rangeFsm( ctx, toupper(low), toupper(high) );
FsmRes res = FsmAp::unionOp( retFsm, addFsm );
retFsm = res.fsm;
}
}
if ( lowKey.getVal() <= 'Z' ) {
int low, high;
if ( lowKey.getVal() <= 'A' )
low = 'A';
else
low = lowKey.getVal();
if ( highKey.getVal() >= 'A' ) {
if ( highKey.getVal() >= 'Z' )
high = 'Z';
else
high = highKey.getVal();
/* Add in lower(low) .. lower(high) */
FsmAp *addFsm = FsmAp::rangeFsm( ctx, tolower(low), tolower(high) );
FsmRes res = FsmAp::unionOp( retFsm, addFsm );
retFsm = res.fsm;
}
}
return retFsm;
}
/* Construct a machine that a repeated range of characters. */
FsmAp *FsmAp::rangeStarFsm( FsmCtx *ctx, Key low, Key high )
{
FsmAp *fsm = new FsmAp( ctx );
/* One state which is final and is the start state. */
fsm->setStartState( fsm->addState() );
fsm->setFinState( fsm->startState );
/* Attach start to start using range of characters. */
fsm->attachNewTrans( fsm->startState, fsm->startState, low, high );
return fsm;
}
/* Construct a machine that matches the empty string. A new machine will be
* made with only one state. The new state will be both a start and final
* state. IsSigned determines if the machine has a signed or unsigned
* alphabet. Fsm operations must be done on machines with the same alphabet
* signedness. */
FsmAp *FsmAp::lambdaFsm( FsmCtx *ctx )
{
FsmAp *fsm = new FsmAp( ctx );
/* Give it one state with no transitions making it
* the start state and final state. */
fsm->setStartState( fsm->addState() );
fsm->setFinState( fsm->startState );
return fsm;
}
/* Construct a machine that matches nothing at all. A new machine will be
* made with only one state. It will not be final. */
FsmAp *FsmAp::emptyFsm( FsmCtx *ctx )
{
FsmAp *fsm = new FsmAp( ctx );
/* Give it one state with no transitions making it
* the start state and final state. */
fsm->setStartState( fsm->addState() );
return fsm;
}
void FsmAp::transferOutData( StateAp *destState, StateAp *srcState )
{
for ( TransList::Iter trans = destState->outList; trans.lte(); trans++ ) {
if ( trans->plain() ) {
if ( trans->tdap()->toState != 0 ) {
/* Get the actions data from the outActionTable. */
trans->tdap()->actionTable.setActions( srcState->outActionTable );
/* Get the priorities from the outPriorTable. */
trans->tdap()->priorTable.setPriors( srcState->outPriorTable );
}
}
else {
for ( CondList::Iter cond = trans->tcap()->condList; cond.lte(); cond++ ) {
if ( cond->toState != 0 ) {
/* Get the actions data from the outActionTable. */
cond->actionTable.setActions( srcState->outActionTable );
/* Get the priorities from the outPriorTable. */
cond->priorTable.setPriors( srcState->outPriorTable );
}
}
}
}
if ( destState->nfaOut != 0 ) {
for ( NfaTransList::Iter na = *destState->nfaOut; na.lte(); na++ )
transferOutToNfaTrans( na, srcState );
}
}
/* Union worker used by union, set diff (subtract) and intersection. */
FsmRes FsmAp::doUnion( FsmAp *fsm, FsmAp *other )
{
/* Build a state set consisting of both start states */
StateSet startStateSet;
startStateSet.insert( fsm->startState );
startStateSet.insert( other->startState );
/* Both of the original start states loose their start state status. */
fsm->unsetStartState();
other->unsetStartState();
/* Bring in the rest of other's entry points. */
fsm->copyInEntryPoints( other );
other->entryPoints.empty();
/* Merge the lists. This will move all the states from other
* into this. No states will be deleted. */
fsm->stateList.append( other->stateList );
fsm->misfitList.append( other->misfitList );
/* Move the final set data from other into this. */
fsm->finStateSet.insert(other->finStateSet);
other->finStateSet.empty();
/* Since other's list is empty, we can delete the fsm without
* affecting any states. */
delete other;
/* Create a new start state. */
fsm->setStartState( fsm->addState() );
/* Merge the start states. */
fsm->mergeStateList( fsm->startState, startStateSet.data, startStateSet.length() );
/* Fill in any new states made from merging. */
return fillInStates( fsm );
}
bool FsmAp::inEptVect( EptVect *eptVect, StateAp *state )
{
if ( eptVect != 0 ) {
/* Vect is there, walk it looking for state. */
for ( int i = 0; i < eptVect->length(); i++ ) {
if ( eptVect->data[i].targ == state )
return true;
}
}
return false;
}
/* Fill epsilon vectors in a root state from a given starting point. Epmploys
* a depth first search through the graph of epsilon transitions. */
void FsmAp::epsilonFillEptVectFrom( StateAp *root, StateAp *from, bool parentLeaving )
{
/* Walk the epsilon transitions out of the state. */
for ( EpsilonTrans::Iter ep = from->epsilonTrans; ep.lte(); ep++ ) {
/* Find the entry point, if the it does not resove, ignore it. */
EntryMapEl *enLow, *enHigh;
if ( entryPoints.findMulti( *ep, enLow, enHigh ) ) {
/* Loop the targets. */
for ( EntryMapEl *en = enLow; en <= enHigh; en++ ) {
/* Do not add the root or states already in eptVect. */
StateAp *targ = en->value;
if ( targ != from && !inEptVect(root->eptVect, targ) ) {
/* Maybe need to create the eptVect. */
if ( root->eptVect == 0 )
root->eptVect = new EptVect();
/* If moving to a different graph or if any parent is
* leaving then we are leaving. */
bool leaving = parentLeaving ||
root->owningGraph != targ->owningGraph;
/* All ok, add the target epsilon and recurse. */
root->eptVect->append( EptVectEl(targ, leaving) );
epsilonFillEptVectFrom( root, targ, leaving );
}
}
}
}
}
void FsmAp::shadowReadWriteStates()
{
/* Init isolatedShadow algorithm data. */
for ( StateList::Iter st = stateList; st.lte(); st++ )
st->isolatedShadow = 0;
/* Any states that may be both read from and written to must
* be shadowed. */
for ( StateList::Iter st = stateList; st.lte(); st++ ) {
/* Find such states by looping through stateVect lists, which give us
* the states that will be read from. May cause us to visit the states
* that we are interested in more than once. */
if ( st->eptVect != 0 ) {
/* For all states that will be read from. */
for ( EptVect::Iter ept = *st->eptVect; ept.lte(); ept++ ) {
/* Check for read and write to the same state. */
StateAp *targ = ept->targ;
if ( targ->eptVect != 0 ) {
/* State is to be written to, if the shadow is not already
* there, create it. */
if ( targ->isolatedShadow == 0 ) {
StateAp *shadow = addState();
mergeStates( shadow, targ );
targ->isolatedShadow = shadow;
}
/* Write shadow into the state vector so that it is the
* state that the epsilon transition will read from. */
ept->targ = targ->isolatedShadow;
}
}
}
}
}
void FsmAp::resolveEpsilonTrans()
{
/* Walk the state list and invoke recursive worker on each state. */
for ( StateList::Iter st = stateList; st.lte(); st++ )
epsilonFillEptVectFrom( st, st, false );
/* Prevent reading from and writing to of the same state. */
shadowReadWriteStates();
/* For all states that have epsilon transitions out, draw the transitions,
* clear the epsilon transitions. */
for ( StateList::Iter st = stateList; st.lte(); st++ ) {
/* If there is a state vector, then create the pre-merge state. */
if ( st->eptVect != 0 ) {
/* Merge all the epsilon targets into the state. */
for ( EptVect::Iter ept = *st->eptVect; ept.lte(); ept++ ) {
if ( ept->leaving )
mergeStatesLeaving( st, ept->targ );
else
mergeStates( st, ept->targ );
}
/* Clean up the target list. */
delete st->eptVect;
st->eptVect = 0;
}
/* Clear the epsilon transitions vector. */
st->epsilonTrans.empty();
}
}
FsmRes FsmAp::applyNfaTrans( FsmAp *fsm, StateAp *fromState, StateAp *toState, NfaTrans *nfaTrans )
{
fsm->setMisfitAccounting( true );
fsm->mergeStates( fromState, toState, false );
/* Epsilons can caused merges which leave behind unreachable states. */
FsmRes res = FsmAp::fillInStates( fsm );
if ( !res.success() )
return res;
/* Can nuke the epsilon transition that we will never
* follow. */
fsm->detachFromNfa( fromState, toState, nfaTrans );
fromState->nfaOut->detach( nfaTrans );
delete nfaTrans;
if ( fromState->nfaOut->length() == 0 ) {
delete fromState->nfaOut;
fromState->nfaOut = 0;
}
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
return FsmRes( FsmRes::Fsm(), fsm );
}
void FsmAp::globOp( FsmAp **others, int numOthers )
{
for ( int m = 0; m < numOthers; m++ ) {
assert( ctx == others[m]->ctx );
}
/* All other machines loose start states status. */
for ( int m = 0; m < numOthers; m++ )
others[m]->unsetStartState();
/* Bring the other machines into this. */
for ( int m = 0; m < numOthers; m++ ) {
/* Bring in the rest of other's entry points. */
copyInEntryPoints( others[m] );
others[m]->entryPoints.empty();
/* Merge the lists. This will move all the states from other into
* this. No states will be deleted. */
stateList.append( others[m]->stateList );
assert( others[m]->misfitList.length() == 0 );
/* Move the final set data from other into this. */
finStateSet.insert( others[m]->finStateSet );
others[m]->finStateSet.empty();
/* Since other's list is empty, we can delete the fsm without
* affecting any states. */
delete others[m];
}
}
/* Used near the end of an fsm construction. Any labels that are still around
* are referenced only by gotos and calls and they need to be made into
* deterministic entry points. */
void FsmAp::deterministicEntry()
{
/* States may loose their entry points, turn on misfit accounting. */
setMisfitAccounting( true );
/* Get a copy of the entry map then clear all the entry points. As we
* iterate the old entry map finding duplicates we will add the entry
* points for the new states that we create. */
EntryMap prevEntry = entryPoints;
unsetAllEntryPoints();
for ( int enId = 0; enId < prevEntry.length(); ) {
/* Count the number of states on this entry key. */
int highId = enId;
while ( highId < prevEntry.length() && prevEntry[enId].key == prevEntry[highId].key )
highId += 1;
int numIds = highId - enId;
if ( numIds == 1 ) {
/* Only a single entry point, just set the entry. */
setEntry( prevEntry[enId].key, prevEntry[enId].value );
}
else {
/* Multiple entry points, need to create a new state and merge in
* all the targets of entry points. */
StateAp *newEntry = addState();
for ( int en = enId; en < highId; en++ )
mergeStates( newEntry, prevEntry[en].value );
/* Add the new state as the single entry point. */
setEntry( prevEntry[enId].key, newEntry );
}
enId += numIds;
}
/* The old start state may be unreachable. Remove the misfits and turn off
* misfit accounting. */
removeMisfits();
setMisfitAccounting( false );
}
/* Unset any final states that are no longer to be final due to final bits. */
void FsmAp::unsetKilledFinals()
{
/* Duplicate the final state set before we begin modifying it. */
StateSet fin( finStateSet );
for ( int s = 0; s < fin.length(); s++ ) {
/* Check for killing bit. */
StateAp *state = fin.data[s];
if ( state->stateBits & STB_GRAPH1 ) {
/* One final state is a killer, set to non-final. */
unsetFinState( state );
}
/* Clear all killing bits. Non final states should never have had those
* state bits set in the first place. */
state->stateBits &= ~STB_GRAPH1;
}
}
/* Unset any final states that are no longer to be final due to final bits. */
void FsmAp::unsetIncompleteFinals()
{
/* Duplicate the final state set before we begin modifying it. */
StateSet fin( finStateSet );
for ( int s = 0; s < fin.length(); s++ ) {
/* Check for one set but not the other. */
StateAp *state = fin.data[s];
if ( state->stateBits & STB_BOTH &&
(state->stateBits & STB_BOTH) != STB_BOTH )
{
/* One state wants the other but it is not there. */
unsetFinState( state );
}
/* Clear wanting bits. Non final states should never have had those
* state bits set in the first place. */
state->stateBits &= ~STB_BOTH;
}
}
/* Kleene star operator. Makes this machine the kleene star of itself. Any
* transitions made going out of the machine and back into itself will be
* notified that they are leaving transitions by having the leavingFromState
* callback invoked. */
FsmRes FsmAp::starOp( FsmAp *fsm )
{
/* The start func orders need to be shifted before doing the star. */
fsm->ctx->curActionOrd += fsm->shiftStartActionOrder( fsm->ctx->curActionOrd );
/* Turn on misfit accounting to possibly catch the old start state. */
fsm->setMisfitAccounting( true );
/* Create the new new start state. It will be set final after the merging
* of the final states with the start state is complete. */
StateAp *prevStartState = fsm->startState;
fsm->unsetStartState();
fsm->setStartState( fsm->addState() );
/* Merge the new start state with the old one to isolate it. */
fsm->mergeStates( fsm->startState, prevStartState );
if ( !fsm->startState->isFinState() ) {
/* Common case, safe to merge. */
for ( StateSet::Iter st = fsm->finStateSet; st.lte(); st++ )
fsm->mergeStatesLeaving( *st, fsm->startState );
}
else {
/* Merge the start state into all final states. Except the start state on
* the first pass. If the start state is set final we will be doubling up
* its transitions, which will get transfered to any final states that
* follow it in the final state set. This will be determined by the order
* of items in the final state set. To prevent this we just merge with the
* start on a second pass. */
StateSet origFin = fsm->finStateSet;
for ( StateSet::Iter st = origFin; st.lte(); st++ ) {
if ( *st != fsm->startState )
fsm->mergeStatesLeaving( *st, fsm->startState );
}
/* Now it is safe to merge the start state with itself (provided it
* is set final). */
if ( fsm->startState->isFinState() )
fsm->mergeStatesLeaving( fsm->startState, fsm->startState );
}
/* Now ensure the new start state is a final state. */
fsm->setFinState( fsm->startState );
/* Fill in any states that were newed up as combinations of others. */
FsmRes res = FsmAp::fillInStates( fsm );
if ( !res.success() )
return res;
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
fsm->afterOpMinimize();
return res;
}
FsmRes FsmAp::plusOp( FsmAp *fsm )
{
/* Need a duplicate for the star end. */
FsmAp *factorDup = new FsmAp( *fsm );
/* Star the duplicate. */
FsmRes res1 = FsmAp::starOp( factorDup );
if ( !res1.success() )
return res1;
FsmRes res2 = FsmAp::concatOp( fsm, res1.fsm );
if ( !res2.success() )
return res2;
return res2;
}
FsmRes FsmAp::questionOp( FsmAp *fsm )
{
/* Make the null fsm. */
FsmAp *nu = FsmAp::lambdaFsm( fsm->ctx );
/* Perform the question operator. */
FsmRes res = FsmAp::unionOp( fsm, nu );
if ( !res.success() )
return res;
return res;
}
FsmRes FsmAp::exactRepeatOp( FsmAp *fsm, int times )
{
/* Zero repetitions produces lambda machine. */
if ( times == 0 ) {
FsmCtx *fsmCtx = fsm->ctx;
delete fsm;
return FsmRes( FsmRes::Fsm(), FsmAp::lambdaFsm( fsmCtx ) );
}
/* The start func orders need to be shifted before doing the
* repetition. */
fsm->ctx->curActionOrd += fsm->shiftStartActionOrder( fsm->ctx->curActionOrd );
/* A repeat of one does absolutely nothing. */
if ( times == 1 )
return FsmRes( FsmRes::Fsm(), fsm );
/* Make a machine to make copies from. */
FsmAp *copyFrom = new FsmAp( *fsm );
/* Concatentate duplicates onto the end up until before the last. */
for ( int i = 1; i < times-1; i++ ) {
FsmAp *dup = new FsmAp( *copyFrom );
FsmRes res = concatOp( fsm, dup );
if ( !res.success() ) {
delete copyFrom;
return res;
}
}
/* Now use the copyFrom on the end. */
FsmRes res = concatOp( fsm, copyFrom );
if ( !res.success())
return res;
res.fsm->afterOpMinimize();
return res;
}
FsmRes FsmAp::maxRepeatOp( FsmAp *fsm, int times )
{
/* Zero repetitions produces lambda machine. */
if ( times == 0 ) {
FsmCtx *fsmCtx = fsm->ctx;
delete fsm;
return FsmRes( FsmRes::Fsm(), FsmAp::lambdaFsm( fsmCtx ) );
}
fsm->ctx->curActionOrd += fsm->shiftStartActionOrder( fsm->ctx->curActionOrd );
/* A repeat of one optional merely allows zero string. */
if ( times == 1 ) {
isolateStartState( fsm );
fsm->setFinState( fsm->startState );
return FsmRes( FsmRes::Fsm(), fsm );
}
/* Make a machine to make copies from. */
FsmAp *copyFrom = new FsmAp( *fsm );
/* The state set used in the from end of the concatentation. Starts with
* the initial final state set, then after each concatenation, gets set to
* the the final states that come from the the duplicate. */
StateSet lastFinSet( fsm->finStateSet );
/* Set the initial state to zero to allow zero copies. */
isolateStartState( fsm );
fsm->setFinState( fsm->startState );
/* Concatentate duplicates onto the end up until before the last. */
for ( int i = 1; i < times-1; i++ ) {
/* Make a duplicate for concating and set the fin bits to graph 2 so we
* can pick out it's final states after the optional style concat. */
FsmAp *dup = new FsmAp( *copyFrom );
dup->setFinBits( STB_GRAPH2 );
FsmRes res = concatOp( fsm, dup, false, &lastFinSet, true );
if ( !res.success() ) {
delete copyFrom;
return res;
}
/* Clear the last final state set and make the new one by taking only
* the final states that come from graph 2.*/
lastFinSet.empty();
for ( int i = 0; i < fsm->finStateSet.length(); i++ ) {
/* If the state came from graph 2, add it to the last set and clear
* the bits. */
StateAp *fs = fsm->finStateSet[i];
if ( fs->stateBits & STB_GRAPH2 ) {
lastFinSet.insert( fs );
fs->stateBits &= ~STB_GRAPH2;
}
}
}
/* Now use the copyFrom on the end, no bits set, no bits to clear. */
FsmRes res = concatOp( fsm, copyFrom, false, &lastFinSet, true );
if ( !res.success() )
return res;
res.fsm->afterOpMinimize();
return res;
}
FsmRes FsmAp::minRepeatOp( FsmAp *fsm, int times )
{
if ( times == 0 ) {
/* Acts just like a star op on the machine to return. */
return FsmAp::starOp( fsm );
}
else {
/* Take a duplicate for the star below. */
FsmAp *dup = new FsmAp( *fsm );
/* Do repetition on the first half. */
FsmRes exact = FsmAp::exactRepeatOp( fsm, times );
if ( !exact.success() ) {
delete dup;
return exact;
}
/* Star the duplicate. */
FsmRes star = FsmAp::starOp( dup );
if ( !star.success() ) {
delete exact.fsm;
return star;
}
/* Tack on the kleene star. */
return FsmAp::concatOp( exact.fsm, star.fsm );
}
}
FsmRes FsmAp::rangeRepeatOp( FsmAp *fsm, int lowerRep, int upperRep )
{
if ( lowerRep == 0 && upperRep == 0 ) {
FsmCtx *fsmCtx = fsm->ctx;
delete fsm;
return FsmRes( FsmRes::Fsm(), FsmAp::lambdaFsm( fsmCtx ) );
}
else if ( lowerRep == 0 ) {
/* Just doing max repetition. Already guarded against n == 0. */
return FsmAp::maxRepeatOp( fsm, upperRep );
}
else if ( lowerRep == upperRep ) {
/* Just doing exact repetition. Already guarded against n == 0. */
return FsmAp::exactRepeatOp( fsm, lowerRep );
}
else {
/* This is the case that 0 < lowerRep < upperRep. Take a
* duplicate for the optional repeat. */
FsmAp *dup = new FsmAp( *fsm );
/* Do repetition on the first half. */
FsmRes exact = FsmAp::exactRepeatOp( fsm, lowerRep );
if ( !exact.success() ) {
delete dup;
return exact;
}
/* Do optional repetition on the second half. */
FsmRes optional = FsmAp::maxRepeatOp( dup, upperRep - lowerRep );
if ( !optional.success() ) {
delete exact.fsm;
return optional;
}
/* Concat two halves. */
return FsmAp::concatOp( exact.fsm, optional.fsm );
}
}
/* Concatenates other to the end of this machine. Other is deleted. Any
* transitions made leaving this machine and entering into other are notified
* that they are leaving transitions by having the leavingFromState callback
* invoked. Supports specifying the fromStates (istead of first final state
* set). This is useful for a max-repeat schenario, where from states are not
* all of first's final states. Also supports treating the concatentation as
* optional, which leaves the final states of the first machine as final. */
FsmRes FsmAp::concatOp( FsmAp *fsm, FsmAp *other, bool lastInSeq, StateSet *fromStates, bool optional )
{
for ( PriorTable::Iter g = other->startState->guardedInTable; g.lte(); g++ ) {
fsm->allTransPrior( 0, g->desc );
other->allTransPrior( 0, g->desc->other );
}
/* Assert same signedness and return graph concatenation op. */
assert( fsm->ctx == other->ctx );
/* For the merging process. */
StateSet finStateSetCopy, startStateSet;
/* Turn on misfit accounting for both graphs. */
fsm->setMisfitAccounting( true );
other->setMisfitAccounting( true );
/* Get the other's start state. */
StateAp *otherStartState = other->startState;
/* Unset other's start state before bringing in the entry points. */
other->unsetStartState();
/* Bring in the rest of other's entry points. */
fsm->copyInEntryPoints( other );
other->entryPoints.empty();
/* Bring in other's states into our state lists. */
fsm->stateList.append( other->stateList );
fsm->misfitList.append( other->misfitList );
/* If from states is not set, then get a copy of our final state set before
* we clobber it and use it instead. */
if ( fromStates == 0 ) {
finStateSetCopy = fsm->finStateSet;
fromStates = &finStateSetCopy;
}
/* Unset all of our final states and get the final states from other. */
if ( !optional )
fsm->unsetAllFinStates();
fsm->finStateSet.insert( other->finStateSet );
/* Since other's lists are empty, we can delete the fsm without
* affecting any states. */
delete other;
/* Merge our former final states with the start state of other. */
for ( int i = 0; i < fromStates->length(); i++ ) {
StateAp *state = fromStates->data[i];
/* Merge the former final state with other's start state. */
fsm->mergeStatesLeaving( state, otherStartState );
/* If the former final state was not reset final then we must clear
* the state's out trans data. If it got reset final then it gets to
* keep its out trans data. This must be done before fillInStates gets
* called to prevent the data from being sourced. */
if ( ! state->isFinState() )
fsm->clearOutData( state );
}
/* Fill in any new states made from merging. */
FsmRes res = fillInStates( fsm );
if ( !res.success() )
return res;
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
res.fsm->afterOpMinimize( lastInSeq );
return res;
}
FsmRes FsmAp::rightStartConcatOp( FsmAp *fsm, FsmAp *other, bool lastInSeq )
{
PriorDesc *priorDesc0 = fsm->ctx->allocPriorDesc();
PriorDesc *priorDesc1 = fsm->ctx->allocPriorDesc();
/* Set up the priority descriptors. The left machine gets the
* lower priority where as the right get the higher start priority. */
priorDesc0->key = fsm->ctx->nextPriorKey++;
priorDesc0->priority = 0;
fsm->allTransPrior( fsm->ctx->curPriorOrd++, priorDesc0 );
/* The start transitions of the right machine gets the higher
* priority. Use the same unique key. */
priorDesc1->key = priorDesc0->key;
priorDesc1->priority = 1;
other->startFsmPrior( fsm->ctx->curPriorOrd++, priorDesc1 );
return concatOp( fsm, other, lastInSeq );
}
/* Returns union of fsm and other. Other is deleted. */
FsmRes FsmAp::unionOp( FsmAp *fsm, FsmAp *other, bool lastInSeq )
{
assert( fsm->ctx == other->ctx );
fsm->ctx->unionOp = true;
fsm->setFinBits( STB_GRAPH1 );
other->setFinBits( STB_GRAPH2 );
/* Turn on misfit accounting for both graphs. */
fsm->setMisfitAccounting( true );
other->setMisfitAccounting( true );
/* Call Worker routine. */
FsmRes res = doUnion( fsm, other );
if ( !res.success() )
return res;
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
fsm->ctx->unionOp = false;
fsm->unsetFinBits( STB_BOTH );
fsm->afterOpMinimize( lastInSeq );
return res;
}
/* Intersects other with this machine. Other is deleted. */
FsmRes FsmAp::intersectOp( FsmAp *fsm, FsmAp *other, bool lastInSeq )
{
assert( fsm->ctx == other->ctx );
/* Turn on misfit accounting for both graphs. */
fsm->setMisfitAccounting( true );
other->setMisfitAccounting( true );
/* Set the fin bits on this and other to want each other. */
fsm->setFinBits( STB_GRAPH1 );
other->setFinBits( STB_GRAPH2 );
/* Call worker Or routine. */
FsmRes res = doUnion( fsm, other );
if ( !res.success() )
return res;
/* Unset any final states that are no longer to
* be final due to final bits. */
fsm->unsetIncompleteFinals();
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
/* Remove states that have no path to a final state. */
fsm->removeDeadEndStates();
fsm->afterOpMinimize( lastInSeq );
return res;
}
/* Set subtracts other machine from this machine. Other is deleted. */
FsmRes FsmAp::subtractOp( FsmAp *fsm, FsmAp *other, bool lastInSeq )
{
assert( fsm->ctx == other->ctx );
/* Turn on misfit accounting for both graphs. */
fsm->setMisfitAccounting( true );
other->setMisfitAccounting( true );
/* Set the fin bits of other to be killers. */
other->setFinBits( STB_GRAPH1 );
/* Call worker Or routine. */
FsmRes res = doUnion( fsm, other );
if ( !res.success() )
return res;
/* Unset any final states that are no longer to
* be final due to final bits. */
fsm->unsetKilledFinals();
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
/* Remove states that have no path to a final state. */
fsm->removeDeadEndStates();
fsm->afterOpMinimize( lastInSeq );
return res;
}
FsmRes FsmAp::epsilonOp( FsmAp *fsm )
{
fsm->setMisfitAccounting( true );
for ( StateList::Iter st = fsm->stateList; st.lte(); st++ )
st->owningGraph = 0;
/* Perform merges. */
fsm->resolveEpsilonTrans();
/* Epsilons can caused merges which leave behind unreachable states. */
FsmRes res = FsmAp::fillInStates( fsm );
if ( !res.success() )
return res;
/* Remove the misfits and turn off misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
return res;
}
/* Make a new maching by joining together a bunch of machines without making
* any transitions between them. A negative finalId results in there being no
* final id. */
FsmRes FsmAp::joinOp( FsmAp *fsm, int startId, int finalId, FsmAp **others, int numOthers )
{
for ( int m = 0; m < numOthers; m++ ) {
assert( fsm->ctx == others[m]->ctx );
}
/* Set the owning machines. Start at one. Zero is reserved for the start
* and final states. */
for ( StateList::Iter st = fsm->stateList; st.lte(); st++ )
st->owningGraph = 1;
for ( int m = 0; m < numOthers; m++ ) {
for ( StateList::Iter st = others[m]->stateList; st.lte(); st++ )
st->owningGraph = 2+m;
}
/* All machines loose start state status. */
fsm->unsetStartState();
for ( int m = 0; m < numOthers; m++ )
others[m]->unsetStartState();
/* Bring the other machines into this. */
for ( int m = 0; m < numOthers; m++ ) {
/* Bring in the rest of other's entry points. */
fsm->copyInEntryPoints( others[m] );
others[m]->entryPoints.empty();
/* Merge the lists. This will move all the states from other into
* this. No states will be deleted. */
fsm->stateList.append( others[m]->stateList );
assert( others[m]->misfitList.length() == 0 );
/* Move the final set data from other into this. */
fsm->finStateSet.insert( others[m]->finStateSet );
others[m]->finStateSet.empty();
/* Since other's list is empty, we can delete the fsm without
* affecting any states. */
delete others[m];
}
/* Look up the start entry point. */
EntryMapEl *enLow = 0, *enHigh = 0;
bool findRes = fsm->entryPoints.findMulti( startId, enLow, enHigh );
if ( ! findRes ) {
/* No start state. Set a default one and proceed with the join. Note
* that the result of the join will be a very uninteresting machine. */
fsm->setStartState( fsm->addState() );
}
else {
/* There is at least one start state, create a state that will become
* the new start state. */
StateAp *newStart = fsm->addState();
fsm->setStartState( newStart );
/* The start state is in an owning machine class all it's own. */
newStart->owningGraph = 0;
/* Create the set of states to merge from. */
StateSet stateSet;
for ( EntryMapEl *en = enLow; en <= enHigh; en++ )
stateSet.insert( en->value );
/* Merge in the set of start states into the new start state. */
fsm->mergeStateList( newStart, stateSet.data, stateSet.length() );
}
/* Take a copy of the final state set, before unsetting them all. This
* will allow us to call clearOutData on the states that don't get
* final state status back back. */
StateSet finStateSetCopy = fsm->finStateSet;
/* Now all final states are unset. */
fsm->unsetAllFinStates();
if ( finalId >= 0 ) {
/* Create the implicit final state. */
StateAp *finState = fsm->addState();
fsm->setFinState( finState );
/* Assign an entry into the final state on the final state entry id. Note
* that there may already be an entry on this id. That's ok. Also set the
* final state owning machine id. It's in a class all it's own. */
fsm->setEntry( finalId, finState );
finState->owningGraph = 0;
}
/* Hand over to workers for resolving epsilon trans. This will merge states
* with the targets of their epsilon transitions. */
fsm->resolveEpsilonTrans();
/* Invoke the relinquish final callback on any states that did not get
* final state status back. */
for ( StateSet::Iter st = finStateSetCopy; st.lte(); st++ ) {
if ( !((*st)->stateBits & STB_ISFINAL) )
fsm->clearOutData( *st );
}
/* Fill in any new states made from merging. */
FsmRes res = FsmAp::fillInStates( fsm );
if ( !res.success() )
return res;
/* Joining can be messy. Instead of having misfit accounting on (which is
* tricky here) do a full cleaning. */
fsm->removeUnreachableStates();
return res;
}
/* Ensure that the start state is free of entry points (aside from the fact
* that it is the start state). If the start state has entry points then Make a
* new start state by merging with the old one. Useful before modifying start
* transitions. If the existing start state has any entry points other than the
* start state entry then modifying its transitions changes more than the start
* transitions. So isolate the start state by separating it out such that it
* only has start stateness as it's entry point. */
FsmRes FsmAp::isolateStartState( FsmAp *fsm )
{
/* Do nothing if the start state is already isolated. */
if ( fsm->isStartStateIsolated() )
return FsmRes( FsmRes::Fsm(), fsm );
/* Turn on misfit accounting to possibly catch the old start state. */
fsm->setMisfitAccounting( true );
/* This will be the new start state. The existing start
* state is merged with it. */
StateAp *prevStartState = fsm->startState;
fsm->unsetStartState();
fsm->setStartState( fsm->addState() );
/* Merge the new start state with the old one to isolate it. */
fsm->mergeStates( fsm->startState, prevStartState );
/* Stfil and stateDict will be empty because the merging of the old start
* state into the new one will not have any conflicting transitions. */
assert( fsm->stateDict.treeSize == 0 );
assert( fsm->nfaList.length() == 0 );
/* The old start state may be unreachable. Remove the misfits and turn off
* misfit accounting. */
fsm->removeMisfits();
fsm->setMisfitAccounting( false );
return FsmRes( FsmRes::Fsm(), fsm );
}
StateAp *FsmAp::dupStartState()
{
StateAp *dup = addState();
mergeStates( dup, startState );
return dup;
}
/* A state merge which represents the drawing in of leaving transitions. If
* there is any out data then we duplicate the source state, transfer the out
* data, then merge in the state. The new state will be reaped because it will
* not be given any in transitions. */
void FsmAp::mergeStatesLeaving( StateAp *destState, StateAp *srcState )
{
if ( !hasOutData( destState ) ) {
/* Perform the merge, indicating we are leaving, which will affect how
* out conds are merged. */
mergeStates( destState, srcState, true );
}
else {
/* Dup the source state. */
StateAp *ssMutable = addState();
mergeStates( ssMutable, srcState );
/* Do out data transfer (and out condition embedding). */
transferOutData( ssMutable, destState );
if ( destState->outCondSpace != 0 ) {
doEmbedCondition( ssMutable, destState->outCondSpace->condSet,
destState->outCondKeys );
}
/* Now we merge with dest, setting leaving = true. This dictates how
* out conditions should be merged. */
mergeStates( destState, ssMutable, true );
}
}
void FsmAp::checkEpsilonRegularInteraction( const PriorTable &t1, const PriorTable &t2 )
{
for ( PriorTable::Iter pd1 = t1; pd1.lte(); pd1++ ) {
for ( PriorTable::Iter pd2 = t2; pd2.lte(); pd2++ ) {
/* Looking for unequal guarded priorities with the same key. */
if ( pd1->desc->key == pd2->desc->key ) {
if ( pd1->desc->priority < pd2->desc->priority ||
pd1->desc->priority > pd2->desc->priority )
{
if ( ctx->checkPriorInteraction && pd1->desc->guarded ) {
if ( ! priorInteraction ) {
priorInteraction = true;
guardId = pd1->desc->guardId;
}
}
}
}
}
}
}
void FsmAp::mergeStateProperties( StateAp *destState, StateAp *srcState )
{
/* Draw in any properties of srcState into destState. */
if ( srcState == destState ) {
/* Duplicate the list to protect against write to source. The
* priorities sets are not copied in because that would have no
* effect. */
destState->epsilonTrans.append( EpsilonTrans( srcState->epsilonTrans ) );
/* Get all actions, duplicating to protect against write to source. */
destState->toStateActionTable.setActions(
ActionTable( srcState->toStateActionTable ) );
destState->fromStateActionTable.setActions(
ActionTable( srcState->fromStateActionTable ) );
destState->outActionTable.setActions( ActionTable( srcState->outActionTable ) );
destState->errActionTable.setActions( ErrActionTable( srcState->errActionTable ) );
destState->eofActionTable.setActions( ActionTable( srcState->eofActionTable ) );
/* Not touching guarded-in table or out conditions. Probably should
* leave some of the above alone as well. */
}
else {
/* Get the epsilons, out priorities. */
destState->epsilonTrans.append( srcState->epsilonTrans );
destState->outPriorTable.setPriors( srcState->outPriorTable );
/* Get all actions. */
destState->toStateActionTable.setActions( srcState->toStateActionTable );
destState->fromStateActionTable.setActions( srcState->fromStateActionTable );
destState->outActionTable.setActions( srcState->outActionTable );
destState->errActionTable.setActions( srcState->errActionTable );
destState->eofActionTable.setActions( srcState->eofActionTable );
destState->lmNfaParts.insert( srcState->lmNfaParts );
destState->guardedInTable.setPriors( srcState->guardedInTable );
}
}
void FsmAp::mergeStateBits( StateAp *destState, StateAp *srcState )
{
/* Get bits and final state status. Note in the above code we depend on the
* original final state status being present. */
destState->stateBits |= ( srcState->stateBits & ~STB_ISFINAL );
if ( srcState->isFinState() )
setFinState( destState );
}
void FsmAp::mergeNfaTransitions( StateAp *destState, StateAp *srcState )
{
/* Copy in any NFA transitions. */
if ( srcState->nfaOut != 0 ) {
if ( destState->nfaOut == 0 )
destState->nfaOut = new NfaTransList;
for ( NfaTransList::Iter nt = *srcState->nfaOut; nt.lte(); nt++ ) {
NfaTrans *trans = new NfaTrans(
nt->pushTable, nt->restoreTable,
nt->popFrom, nt->popCondSpace, nt->popCondKeys,
nt->popAction, nt->popTest, nt->order );
destState->nfaOut->append( trans );
attachToNfa( destState, nt->toState, trans );
}
}
}
void FsmAp::checkPriorInteractions( StateAp *destState, StateAp *srcState )
{
/* Run a check on priority interactions between epsilon transitions and
* regular transitions. This can't be used to affect machine construction,
* only to check for priority guards. */
if ( destState->nfaOut != 0 ) {
for ( NfaTransList::Iter nt = *destState->nfaOut; nt.lte(); nt++ ) {
for ( TransList::Iter trans = destState->outList; trans.lte(); trans++ ) {
if ( trans->plain() ) {
checkEpsilonRegularInteraction(
trans->tdap()->priorTable, nt->priorTable );
}
else {
for ( CondList::Iter cond = trans->tcap()->condList;
cond.lte(); cond++ )
{
checkEpsilonRegularInteraction(
cond->priorTable, nt->priorTable );
}
}
}
}
}
}
void FsmAp::mergeStates( StateAp *destState, StateAp *srcState, bool leaving )
{
/* Transitions. */
outTransCopy( destState, srcState->outList.head );
/* Properties such as out data, to/from actions. */
mergeStateProperties( destState, srcState );
/* Merge out conditions, depends on the operation (leaving or not). */
mergeOutConds( destState, srcState, leaving );
/* State bits, including final state stats. Out conds depnds on this
* happening after. */
mergeStateBits( destState, srcState );
/* Draw in the NFA transitions. */
mergeNfaTransitions( destState, srcState );
/* Hacked in check for priority interactions, allowing detection of some
* bad situations. */
checkPriorInteractions( destState, srcState );
}
void FsmAp::mergeStateList( StateAp *destState,
StateAp **srcStates, int numSrc )
{
for ( int s = 0; s < numSrc; s++ )
mergeStates( destState, srcStates[s] );
}
void FsmAp::cleanAbortedFill( StateAp *state )
{
/* Iterate the out transitions, deleting them. */
for ( TransList::Iter n, t = state->outList; t.lte(); ) {
n = t.next();
if ( t->plain() )
delete t->tdap();
else
delete t->tcap();
t = n;
}
state->outList.abandon();
if ( state->nfaIn != 0 ) {
delete state->nfaIn;
state->nfaIn = 0;
}
if ( state->nfaOut != 0 ) {
state->nfaOut->empty();
delete state->nfaOut;
state->nfaOut = 0;
}
}
void FsmAp::cleanAbortedFill()
{
while ( nfaList.length() > 0 ) {
StateAp *state = nfaList.head;
StateSet *stateSet = &state->stateDictEl->stateSet;
//mergeStateList( state, stateSet->data, stateSet->length() );
for ( StateSet::Iter s = *stateSet; s.lte(); s++ )
detachStateDict( state, *s );
nfaList.detach( state );
}
/* Disassociated state dict elements from states. */
for ( StateDict::Iter sdi = stateDict; sdi.lte(); sdi++ )
sdi->targState->stateDictEl = 0;
/* Delete all the state dict elements. */
stateDict.empty();
/* Delete all the transitions. */
for ( StateList::Iter state = stateList; state.lte(); state++ )
cleanAbortedFill( state );
/* Delete all the states. */
stateList.empty();
/* Delete all the transitions. */
for ( StateList::Iter state = misfitList; state.lte(); state++ )
cleanAbortedFill( state );
/* Delete all the states. */
misfitList.empty();
}
bool FsmAp::overStateLimit()
{
if ( ctx->stateLimit > FsmCtx::STATE_UNLIMITED ) {
long states = misfitList.length() + stateList.length();
if ( states > ctx->stateLimit )
return true;
}
return false;
}
bool FsmAp::fillAbort( FsmRes &res, FsmAp *fsm )
{
if ( fsm->priorInteraction ) {
fsm->cleanAbortedFill();
int guardId = fsm->guardId;
delete fsm;
res = FsmRes( FsmRes::PriorInteraction(), guardId );
return true;
}
if ( fsm->overStateLimit() ) {
fsm->cleanAbortedFill();
delete fsm;
res = FsmRes( FsmRes::TooManyStates() );
return true;
}
return false;
}
FsmRes FsmAp::fillInStates( FsmAp *fsm )
{
/* Used as return value on success. Filled in with error on abort. */
FsmRes res( FsmRes::Fsm(), fsm );
/* Merge any states that are awaiting merging. This will likey cause other
* states to be added to the NFA list. */
while ( true ) {
if ( fillAbort( res, fsm ) )
return res;
if ( fsm->nfaList.length() == 0 )
break;
StateAp *state = fsm->nfaList.head;
StateSet *stateSet = &state->stateDictEl->stateSet;
fsm->mergeStateList( state, stateSet->data, stateSet->length() );
for ( StateSet::Iter s = *stateSet; s.lte(); s++ )
fsm->detachStateDict( state, *s );
fsm->nfaList.detach( state );
}
/* The NFA list is empty at this point. There are no state sets we need to
* preserve. */
/* Disassociated state dict elements from states. */
for ( StateDict::Iter sdi = fsm->stateDict; sdi.lte(); sdi++ )
sdi->targState->stateDictEl = 0;
/* Delete all the state dict elements. */
fsm->stateDict.empty();
return res;
}
/* Check if a machine defines a single character. This is useful in validating
* ranges and machines to export. */
bool FsmAp::checkSingleCharMachine()
{
/* Must have two states. */
if ( stateList.length() != 2 )
return false;
/* The start state cannot be final. */
if ( startState->isFinState() )
return false;
/* There should be only one final state. */
if ( finStateSet.length() != 1 )
return false;
/* The final state cannot have any transitions out. */
if ( finStateSet[0]->outList.length() != 0 )
return false;
/* The start state should have only one transition out. */
if ( startState->outList.length() != 1 )
return false;
/* The singe transition out of the start state should not be a range. */
TransAp *startTrans = startState->outList.head;
if ( ctx->keyOps->ne( startTrans->lowKey, startTrans->highKey ) )
return false;
return true;
}
FsmRes FsmAp::condCostFromState( FsmAp *fsm, StateAp *state, long depth )
{
/* Nothing to do if the state is already on the list. */
if ( state->stateBits & STB_ONLIST )
return FsmRes( FsmRes::Fsm(), fsm );
if ( depth > fsm->ctx->condsCheckDepth )
return FsmRes( FsmRes::Fsm(), fsm );
/* Doing depth first, put state on the list. */
state->stateBits |= STB_ONLIST;
/* Recurse on everything ranges. */
for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
if ( trans->plain() ) {
if ( trans->tdap()->toState != 0 ) {
FsmRes res = condCostFromState( fsm, trans->tdap()->toState, depth + 1 );
if ( !res.success() )
return res;
}
}
else {
for ( CondSet::Iter csi = trans->condSpace->condSet; csi.lte(); csi++ ) {
if ( (*csi)->costMark )
return FsmRes( FsmRes::CondCostTooHigh(), (*csi)->costId );
}
for ( CondList::Iter cond = trans->tcap()->condList; cond.lte(); cond++ ) {
if ( cond->toState != 0 ) {
FsmRes res = condCostFromState( fsm, cond->toState, depth + 1 );
if ( !res.success() )
return res;
}
}
}
}
if ( state->nfaOut != 0 ) {
for ( NfaTransList::Iter n = *state->nfaOut; n.lte(); n++ ) {
/* We do not increment depth here since this is an epsilon transition. */
FsmRes res = condCostFromState( fsm, n->toState, depth );
if ( !res.success() )
return res;
}
}
for ( ActionTable::Iter a = state->fromStateActionTable; a.lte(); a++ ) {
if ( a->value->costMark )
return FsmRes( FsmRes::CondCostTooHigh(), a->value->costId );
}
return FsmRes( FsmRes::Fsm(), fsm );
}
/* Returns either success (using supplied fsm), or some error condition. */
FsmRes FsmAp::condCostSearch( FsmAp *fsm )
{
/* Init on state list flags. */
for ( StateList::Iter st = fsm->stateList; st.lte(); st++ )
st->stateBits &= ~STB_ONLIST;
FsmRes res = condCostFromState( fsm, fsm->startState, 1 );
if ( !res.success() )
delete fsm;
return res;
}
void FsmAp::condCost( Action *action, long repId )
{
action->costMark = true;
action->costId = repId;
}
/*
* This algorithm assigns a price to each state visit, then adds that to a
* running total. Note that we do not guard against multiple visits to a state,
* since we are estimating runtime cost.
*
* We rely on a character histogram and are looking for a probability of being
* in any given state, given that histogram, simple and very effective.
*/
void FsmAp::breadthFromState( double &total, int &minDepth, double *histogram,
FsmAp *fsm, StateAp *state, long depth, int maxDepth, double stateScore )
{
if ( depth > maxDepth )
return;
/* Recurse on everything ranges. */
for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
/* Compute target state score. */
double span = 0;
for ( int i = trans->lowKey.getVal(); i <= trans->highKey.getVal(); i++ )
span += histogram[i];
double targetStateScore = stateScore * ( span );
/* Add to the level. */
total += targetStateScore;
if ( trans->plain() ) {
if ( trans->tdap()->toState != 0 ) {
if ( trans->tdap()->toState->isFinState() && ( minDepth < 0 || depth < minDepth ) )
minDepth = depth;
breadthFromState( total, minDepth, histogram, fsm, trans->tdap()->toState,
depth + 1, maxDepth, targetStateScore );
}
}
else {
for ( CondList::Iter cond = trans->tcap()->condList; cond.lte(); cond++ ) {
if ( cond->toState != 0 ) {
if ( cond->toState->isFinState() && ( minDepth < 0 || depth < minDepth ) )
minDepth = depth;
breadthFromState( total, minDepth, histogram, fsm, cond->toState,
depth + 1, maxDepth, targetStateScore );
}
}
}
}
if ( state->nfaOut != 0 ) {
for ( NfaTransList::Iter n = *state->nfaOut; n.lte(); n++ ) {
if ( n->toState->isFinState() && ( minDepth < 0 || depth < minDepth ) )
minDepth = depth;
/* We do not increment depth here since this is an epsilon transition. */
breadthFromState( total, minDepth, histogram, fsm, n->toState, depth, maxDepth, stateScore );
}
}
}
void FsmAp::breadthFromEntry( double &total, int &minDepth, double *histogram, FsmAp *fsm, StateAp *state )
{
long depth = 1;
int maxDepth = 5;
double stateScore = 1.0;
FsmAp::breadthFromState( total, minDepth, histogram, fsm, state, depth, maxDepth, stateScore );
}
void FsmAp::applyEntryPriorGuard( FsmAp *fsm, long repId )
{
PriorDesc *priorDesc0 = fsm->ctx->allocPriorDesc();
PriorDesc *priorDesc1 = fsm->ctx->allocPriorDesc();
priorDesc0->key = fsm->ctx->nextPriorKey;
priorDesc0->priority = 0;
priorDesc0->guarded = true;
priorDesc0->guardId = repId;
priorDesc0->other = priorDesc1;
priorDesc1->key = fsm->ctx->nextPriorKey;
priorDesc1->priority = 1;
priorDesc1->guarded = true;
priorDesc1->guardId = repId;
priorDesc1->other = priorDesc0;
/* Roll over for next allocation. */
fsm->ctx->nextPriorKey += 1;
/* Only need to set the first. Second is referenced using 'other' field. */
fsm->startState->guardedInTable.setPrior( 0, priorDesc0 );
}
void FsmAp::applyRepeatPriorGuard( FsmAp *fsm, long repId )
{
PriorDesc *priorDesc2 = fsm->ctx->allocPriorDesc();
PriorDesc *priorDesc3 = fsm->ctx->allocPriorDesc();
priorDesc2->key = fsm->ctx->nextPriorKey;
priorDesc2->priority = 0;
priorDesc2->guarded = true;
priorDesc2->guardId = repId;
priorDesc2->other = priorDesc3;
priorDesc3->key = fsm->ctx->nextPriorKey;
priorDesc3->guarded = true;
priorDesc3->priority = 1;
priorDesc3->guardId = repId;
priorDesc3->other = priorDesc2;
/* Roll over for next allocation. */
fsm->ctx->nextPriorKey += 1;
/* Only need to set the first. Second is referenced using 'other' field. */
fsm->startState->guardedInTable.setPrior( 0, priorDesc2 );
fsm->allTransPrior( fsm->ctx->curPriorOrd++, priorDesc3 );
fsm->leaveFsmPrior( fsm->ctx->curPriorOrd++, priorDesc2 );
}
FsmRes FsmAp::condPlus( FsmAp *fsm, long repId, Action *ini, Action *inc, Action *min, Action *max )
{
condCost( ini, repId );
condCost( inc, repId );
condCost( min, repId );
if ( max != 0 )
condCost( max, repId );
fsm->startFsmAction( 0, inc );
if ( max != 0 ) {
FsmRes res = fsm->startFsmCondition( max, true );
if ( !res.success() )
return res;
}
/* Need a duplicated for the star end. */
FsmAp *dup = new FsmAp( *fsm );
applyRepeatPriorGuard( dup, repId );
/* Star the duplicate. */
FsmRes dupStar = FsmAp::starOp( dup );
if ( !dupStar.success() ) {
delete fsm;
return dupStar;
}
FsmRes res = FsmAp::concatOp( fsm, dupStar.fsm );
if ( !res.success() )
return res;
/* End plus operation. */
res.fsm->leaveFsmCondition( min, true );
/* Init action. */
res.fsm->startFromStateAction( 0, ini );
/* Leading priority guard. */
applyEntryPriorGuard( res.fsm, repId );
return res;
}
FsmRes FsmAp::condStar( FsmAp *fsm, long repId, Action *ini, Action *inc, Action *min, Action *max )
{
condCost( ini, repId );
condCost( inc, repId );
condCost( min, repId );
if ( max != 0 )
condCost( max, repId );
/* Increment. */
fsm->startFsmAction( 0, inc );
/* Max (optional). */
if ( max != 0 ) {
FsmRes res = fsm->startFsmCondition( max, true );
if ( !res.success() )
return res;
}
applyRepeatPriorGuard( fsm, repId );
/* Star. */
FsmRes res = FsmAp::starOp( fsm );
if ( !res.success() )
return res;
/* Restrict leaving. */
res.fsm->leaveFsmCondition( min, true );
/* Init action. */
res.fsm->startFromStateAction( 0, ini );
/* Leading priority guard. */
applyEntryPriorGuard( res.fsm, repId );
return res;
}
/* Remove duplicates of unique actions from an action table. */
void FsmAp::removeDups( ActionTable &table )
{
/* Scan through the table looking for unique actions to
* remove duplicates of. */
for ( int i = 0; i < table.length(); i++ ) {
/* Remove any duplicates ahead of i. */
for ( int r = i+1; r < table.length(); ) {
if ( table[r].value == table[i].value )
table.vremove(r);
else
r += 1;
}
}
}
/* Remove duplicates from action lists. This operates only on transition and
* eof action lists and so should be called once all actions have been
* transfered to their final resting place. */
void FsmAp::removeActionDups()
{
/* Loop all states. */
for ( StateList::Iter state = stateList; state.lte(); state++ ) {
/* Loop all transitions. */
for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
if ( trans->plain() )
removeDups( trans->tdap()->actionTable );
else {
for ( CondList::Iter cond = trans->tcap()->condList; cond.lte(); cond++ )
removeDups( cond->actionTable );
}
}
removeDups( state->toStateActionTable );
removeDups( state->fromStateActionTable );
removeDups( state->eofActionTable );
}
}
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