/* * Copyright 2002-2004 Adrian Thurston */ /* This file is part of Ragel. * * Ragel is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * Ragel is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Ragel; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "fsmgraph.h" #include using std::cerr; using std::endl; CondData *condData = 0; KeyOps *keyOps = 0; /* Insert an action into an action table. */ void ActionTable::setAction( int ordering, Action *action ) { /* Multi-insert in case specific instances of an action appear in a * transition more than once. */ insertMulti( ordering, action ); } /* Set all the action from another action table in this table. */ void ActionTable::setActions( const ActionTable &other ) { for ( ActionTable::Iter action = other; action.lte(); action++ ) insertMulti( action->key, action->value ); } void ActionTable::setActions( int *orderings, Action **actions, int nActs ) { for ( int a = 0; a < nActs; a++ ) insertMulti( orderings[a], actions[a] ); } bool ActionTable::hasAction( Action *action ) { for ( int a = 0; a < length(); a++ ) { if ( data[a].value == action ) return true; } return false; } /* Insert an action into an action table. */ void LmActionTable::setAction( int ordering, LongestMatchPart *action ) { /* Multi-insert in case specific instances of an action appear in a * transition more than once. */ insertMulti( ordering, action ); } /* Set all the action from another action table in this table. */ void LmActionTable::setActions( const LmActionTable &other ) { for ( LmActionTable::Iter action = other; action.lte(); action++ ) insertMulti( action->key, action->value ); } void ErrActionTable::setAction( int ordering, Action *action, int transferPoint ) { insertMulti( ErrActionTableEl( action, ordering, transferPoint ) ); } void ErrActionTable::setActions( const ErrActionTable &other ) { for ( ErrActionTable::Iter act = other; act.lte(); act++ ) insertMulti( ErrActionTableEl( act->action, act->ordering, act->transferPoint ) ); } /* Insert a priority into this priority table. Looks out for priorities on * duplicate keys. */ void PriorTable::setPrior( int ordering, PriorDesc *desc ) { PriorEl *lastHit = 0; PriorEl *insed = insert( PriorEl(ordering, desc), &lastHit ); if ( insed == 0 ) { /* This already has a priority on the same key as desc. Overwrite the * priority if the ordering is larger (later in time). */ if ( ordering >= lastHit->ordering ) *lastHit = PriorEl( ordering, desc ); } } /* Set all the priorities from a priorTable in this table. */ void PriorTable::setPriors( const PriorTable &other ) { /* Loop src priorities once to overwrite duplicates. */ PriorTable::Iter priorIt = other; for ( ; priorIt.lte(); priorIt++ ) setPrior( priorIt->ordering, priorIt->desc ); } /* Set the priority of starting transitions. Isolates the start state so it has * no other entry points, then sets the priorities of all the transitions out * of the start state. If the start state is final, then the outPrior of the * start state is also set. The idea is that a machine that accepts the null * string can still specify the starting trans prior for when it accepts the * null word. */ void FsmAp::startFsmPrior( int ordering, PriorDesc *prior ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Walk all transitions out of the start state. */ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->priorTable.setPrior( ordering, prior ); } /* If the new start state is final then set the out priority. This follows * the same convention as setting start action in the out action table of * a final start state. */ if ( startState->stateBits & STB_ISFINAL ) startState->outPriorTable.setPrior( ordering, prior ); } /* Set the priority of all transitions in a graph. Walks all transition lists * and all def transitions. */ void FsmAp::allTransPrior( int ordering, PriorDesc *prior ) { /* Walk the list of all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Walk the out list of the state. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->priorTable.setPrior( ordering, prior ); } } } /* Set the priority of all transitions that go into a final state. Note that if * any entry states are final, we will not be setting the priority of any * transitions that may go into those states in the future. The graph does not * support pending in transitions in the same way pending out transitions are * supported. */ void FsmAp::finishFsmPrior( int ordering, PriorDesc *prior ) { /* Walk all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) { /* Walk all in transitions of the final state. */ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ ) trans->priorTable.setPrior( ordering, prior ); } } /* Set the priority of any future out transitions that may be made going out of * this state machine. */ void FsmAp::leaveFsmPrior( int ordering, PriorDesc *prior ) { /* Set priority in all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->outPriorTable.setPrior( ordering, prior ); } /* Set actions to execute on starting transitions. Isolates the start state * so it has no other entry points, then adds to the transition functions * of all the transitions out of the start state. If the start state is final, * then the func is also added to the start state's out func list. The idea is * that a machine that accepts the null string can execute a start func when it * matches the null word, which can only be done when leaving the start/final * state. */ void FsmAp::startFsmAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Walk the start state's transitions, setting functions. */ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->actionTable.setAction( ordering, action ); } /* If start state is final then add the action to the out action table. * This means that when the null string is accepted the start action will * not be bypassed. */ if ( startState->stateBits & STB_ISFINAL ) startState->outActionTable.setAction( ordering, action ); } /* Set functions to execute on all transitions. Walks the out lists of all * states. */ void FsmAp::allTransAction( int ordering, Action *action ) { /* Walk all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Walk the out list of the state. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState != 0 ) trans->actionTable.setAction( ordering, action ); } } } /* Specify functions to execute upon entering final states. If the start state * is final we can't really specify a function to execute upon entering that * final state the first time. So function really means whenever entering a * final state from within the same fsm. */ void FsmAp::finishFsmAction( int ordering, Action *action ) { /* Walk all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) { /* Walk the final state's in list. */ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ ) trans->actionTable.setAction( ordering, action ); } } /* Add functions to any future out transitions that may be made going out of * this state machine. */ void FsmAp::leaveFsmAction( int ordering, Action *action ) { /* Insert the action in the outActionTable of all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->outActionTable.setAction( ordering, action ); } /* Add functions to the longest match action table for constructing scanners. */ void FsmAp::longMatchAction( int ordering, LongestMatchPart *lmPart ) { /* Walk all final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) { /* Walk the final state's in list. */ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ ) trans->lmActionTable.setAction( ordering, lmPart ); } } void FsmAp::fillGaps( StateAp *state ) { if ( state->outList.length() == 0 ) { /* Add the range on the lower and upper bound. */ attachNewTrans( state, 0, keyOps->minKey, keyOps->maxKey ); } else { TransList srcList; srcList.transfer( state->outList ); /* Check for a gap at the beginning. */ TransList::Iter trans = srcList, next; if ( keyOps->minKey < trans->lowKey ) { /* Make the high key and append. */ Key highKey = trans->lowKey; highKey.decrement(); attachNewTrans( state, 0, keyOps->minKey, highKey ); } /* Write the transition. */ next = trans.next(); state->outList.append( trans ); /* Keep the last high end. */ Key lastHigh = trans->highKey; /* Loop each source range. */ for ( trans = next; trans.lte(); trans = next ) { /* Make the next key following the last range. */ Key nextKey = lastHigh; nextKey.increment(); /* Check for a gap from last up to here. */ if ( nextKey < trans->lowKey ) { /* Make the high end of the range that fills the gap. */ Key highKey = trans->lowKey; highKey.decrement(); attachNewTrans( state, 0, nextKey, highKey ); } /* Reduce the transition. If it reduced to anything then add it. */ next = trans.next(); state->outList.append( trans ); /* Keep the last high end. */ lastHigh = trans->highKey; } /* Now check for a gap on the end to fill. */ if ( lastHigh < keyOps->maxKey ) { /* Get a copy of the default. */ lastHigh.increment(); attachNewTrans( state, 0, lastHigh, keyOps->maxKey ); } } } void FsmAp::setErrorActions( StateAp *state, const ActionTable &other ) { /* Fill any gaps in the out list with an error transition. */ fillGaps( state ); /* Set error transitions in the transitions that go to error. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState == 0 ) trans->actionTable.setActions( other ); } } void FsmAp::setErrorAction( StateAp *state, int ordering, Action *action ) { /* Fill any gaps in the out list with an error transition. */ fillGaps( state ); /* Set error transitions in the transitions that go to error. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState == 0 ) trans->actionTable.setAction( ordering, action ); } } /* Give a target state for error transitions. */ void FsmAp::setErrorTarget( StateAp *state, StateAp *target, int *orderings, Action **actions, int nActs ) { /* Fill any gaps in the out list with an error transition. */ fillGaps( state ); /* Set error target in the transitions that go to error. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { if ( trans->toState == 0 ) { /* The trans goes to error, redirect it. */ redirectErrorTrans( trans->fromState, target, trans ); trans->actionTable.setActions( orderings, actions, nActs ); } } } void FsmAp::transferOutActions( StateAp *state ) { for ( ActionTable::Iter act = state->outActionTable; act.lte(); act++ ) state->eofActionTable.setAction( act->key, act->value ); state->outActionTable.empty(); } void FsmAp::transferErrorActions( StateAp *state, int transferPoint ) { for ( int i = 0; i < state->errActionTable.length(); ) { ErrActionTableEl *act = state->errActionTable.data + i; if ( act->transferPoint == transferPoint ) { /* Transfer the error action and remove it. */ setErrorAction( state, act->ordering, act->action ); if ( ! state->isFinState() ) state->eofActionTable.setAction( act->ordering, act->action ); state->errActionTable.vremove( i ); } else { /* Not transfering and deleting, skip over the item. */ i += 1; } } } /* Set error actions in the start state. */ void FsmAp::startErrorAction( int ordering, Action *action, int transferPoint ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Add the actions. */ startState->errActionTable.setAction( ordering, action, transferPoint ); } /* Set error actions in all states where there is a transition out. */ void FsmAp::allErrorAction( int ordering, Action *action, int transferPoint ) { /* Insert actions in the error action table of all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->errActionTable.setAction( ordering, action, transferPoint ); } /* Set error actions in final states. */ void FsmAp::finalErrorAction( int ordering, Action *action, int transferPoint ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->errActionTable.setAction( ordering, action, transferPoint ); } void FsmAp::notStartErrorAction( int ordering, Action *action, int transferPoint ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->errActionTable.setAction( ordering, action, transferPoint ); } } void FsmAp::notFinalErrorAction( int ordering, Action *action, int transferPoint ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->errActionTable.setAction( ordering, action, transferPoint ); } } /* Set error actions in the states that have transitions into a final state. */ void FsmAp::middleErrorAction( int ordering, Action *action, int transferPoint ) { /* Isolate the start state in case it is reachable from in inside the * machine, in which case we don't want it set. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->errActionTable.setAction( ordering, action, transferPoint ); } } /* Set EOF actions in the start state. */ void FsmAp::startEOFAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); /* Add the actions. */ startState->eofActionTable.setAction( ordering, action ); } /* Set EOF actions in all states where there is a transition out. */ void FsmAp::allEOFAction( int ordering, Action *action ) { /* Insert actions in the EOF action table of all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->eofActionTable.setAction( ordering, action ); } /* Set EOF actions in final states. */ void FsmAp::finalEOFAction( int ordering, Action *action ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->eofActionTable.setAction( ordering, action ); } void FsmAp::notStartEOFAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->eofActionTable.setAction( ordering, action ); } } void FsmAp::notFinalEOFAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->eofActionTable.setAction( ordering, action ); } } /* Set EOF actions in the states that have transitions into a final state. */ void FsmAp::middleEOFAction( int ordering, Action *action ) { /* Set the actions in all states that are not the start state and not final. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->eofActionTable.setAction( ordering, action ); } } /* * Set To State Actions. */ /* Set to state actions in the start state. */ void FsmAp::startToStateAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); startState->toStateActionTable.setAction( ordering, action ); } /* Set to state actions in all states. */ void FsmAp::allToStateAction( int ordering, Action *action ) { /* Insert the action on all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->toStateActionTable.setAction( ordering, action ); } /* Set to state actions in final states. */ void FsmAp::finalToStateAction( int ordering, Action *action ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->toStateActionTable.setAction( ordering, action ); } void FsmAp::notStartToStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->toStateActionTable.setAction( ordering, action ); } } void FsmAp::notFinalToStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->toStateActionTable.setAction( ordering, action ); } } /* Set to state actions in states that are not final and not the start state. */ void FsmAp::middleToStateAction( int ordering, Action *action ) { /* Set the action in all states that are not the start state and not final. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->toStateActionTable.setAction( ordering, action ); } } /* * Set From State Actions. */ void FsmAp::startFromStateAction( int ordering, Action *action ) { /* Make sure the start state has no other entry points. */ isolateStartState(); startState->fromStateActionTable.setAction( ordering, action ); } void FsmAp::allFromStateAction( int ordering, Action *action ) { /* Insert the action on all states. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) state->fromStateActionTable.setAction( ordering, action ); } void FsmAp::finalFromStateAction( int ordering, Action *action ) { /* Add the action to the error table of final states. */ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->fromStateActionTable.setAction( ordering, action ); } void FsmAp::notStartFromStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState ) state->fromStateActionTable.setAction( ordering, action ); } } void FsmAp::notFinalFromStateAction( int ordering, Action *action ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( ! state->isFinState() ) state->fromStateActionTable.setAction( ordering, action ); } } void FsmAp::middleFromStateAction( int ordering, Action *action ) { /* Set the action in all states that are not the start state and not final. */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { if ( state != startState && ! state->isFinState() ) state->fromStateActionTable.setAction( ordering, action ); } } /* Shift the function ordering of the start transitions to start * at fromOrder and increase in units of 1. Useful before staring. * Returns the maximum number of order numbers used. */ int FsmAp::shiftStartActionOrder( int fromOrder ) { int maxUsed = 0; /* Walk the start state's transitions, shifting function ordering. */ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) { /* Walk the function data for the transition and set the keys to * increasing values starting at fromOrder. */ int curFromOrder = fromOrder; ActionTable::Iter action = trans->actionTable; for ( ; action.lte(); action++ ) action->key = curFromOrder++; /* Keep track of the max number of orders used. */ if ( curFromOrder - fromOrder > maxUsed ) maxUsed = curFromOrder - fromOrder; } return maxUsed; } /* Remove all priorities. */ void FsmAp::clearAllPriorities() { for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Clear out priority data. */ state->outPriorTable.empty(); /* Clear transition data from the out transitions. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) trans->priorTable.empty(); } } /* Zeros out the function ordering keys. This may be called before minimization * when it is known that no more fsm operations are going to be done. This * will achieve greater reduction as states will not be separated on the basis * of function ordering. */ void FsmAp::nullActionKeys( ) { /* For each state... */ for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Walk the transitions for the state. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { /* Walk the action table for the transition. */ for ( ActionTable::Iter action = trans->actionTable; action.lte(); action++ ) action->key = 0; /* Walk the action table for the transition. */ for ( LmActionTable::Iter action = trans->lmActionTable; action.lte(); action++ ) action->key = 0; } /* Null the action keys of the to state action table. */ for ( ActionTable::Iter action = state->toStateActionTable; action.lte(); action++ ) action->key = 0; /* Null the action keys of the from state action table. */ for ( ActionTable::Iter action = state->fromStateActionTable; action.lte(); action++ ) action->key = 0; /* Null the action keys of the out transtions. */ for ( ActionTable::Iter action = state->outActionTable; action.lte(); action++ ) action->key = 0; /* Null the action keys of the error action table. */ for ( ErrActionTable::Iter action = state->errActionTable; action.lte(); action++ ) action->ordering = 0; /* Null the action keys eof action table. */ for ( ActionTable::Iter action = state->eofActionTable; action.lte(); action++ ) action->key = 0; } } /* Walk the list of states and verify that non final states do not have out * data, that all stateBits are cleared, and that there are no states with * zero foreign in transitions. */ void FsmAp::verifyStates() { for ( StateList::Iter state = stateList; state.lte(); state++ ) { /* Non final states should not have leaving data. */ if ( ! (state->stateBits & STB_ISFINAL) ) { assert( state->outActionTable.length() == 0 ); assert( state->outCondSet.length() == 0 ); assert( state->outPriorTable.length() == 0 ); } /* Data used in algorithms should be cleared. */ assert( (state->stateBits & STB_BOTH) == 0 ); assert( state->foreignInTrans > 0 ); } } /* Compare two transitions according to their relative priority. Since the * base transition has no priority associated with it, the default is to * return equal. */ int FsmAp::comparePrior( const PriorTable &priorTable1, const PriorTable &priorTable2 ) { /* Looking for differing priorities on same keys. Need to concurrently * scan the priority lists. */ PriorTable::Iter pd1 = priorTable1; PriorTable::Iter pd2 = priorTable2; while ( pd1.lte() && pd2.lte() ) { /* Check keys. */ if ( pd1->desc->key < pd2->desc->key ) pd1.increment(); else if ( pd1->desc->key > pd2->desc->key ) pd2.increment(); /* Keys are the same, check priorities. */ else if ( pd1->desc->priority < pd2->desc->priority ) return -1; else if ( pd1->desc->priority > pd2->desc->priority ) return 1; else { /* Keys and priorities are equal, advance both. */ pd1.increment(); pd2.increment(); } } /* No differing priorities on the same key. */ return 0; } /* Compares two transitions according to priority and functions. Pointers * should not be null. Does not consider to state or from state. Compare two * transitions according to the data contained in the transitions. Data means * any properties added to user transitions that may differentiate them. Since * the base transition has no data, the default is to return equal. */ int FsmAp::compareTransData( TransAp *trans1, TransAp *trans2 ) { /* Compare the prior table. */ int cmpRes = CmpPriorTable::compare( trans1->priorTable, trans2->priorTable ); if ( cmpRes != 0 ) return cmpRes; /* Compare longest match action tables. */ cmpRes = CmpLmActionTable::compare(trans1->lmActionTable, trans2->lmActionTable); if ( cmpRes != 0 ) return cmpRes; /* Compare action tables. */ return CmpActionTable::compare(trans1->actionTable, trans2->actionTable); } /* Callback invoked when another trans (or possibly this) is added into this * transition during the merging process. Draw in any properties of srcTrans * into this transition. AddInTrans is called when a new transitions is made * that will be a duplicate of another transition or a combination of several * other transitions. AddInTrans will be called for each transition that the * new transition is to represent. */ void FsmAp::addInTrans( TransAp *destTrans, TransAp *srcTrans ) { /* Protect against adding in from ourselves. */ if ( srcTrans == destTrans ) { /* Adding in ourselves, need to make a copy of the source transitions. * The priorities are not copied in as that would have no effect. */ destTrans->lmActionTable.setActions( LmActionTable(srcTrans->lmActionTable) ); destTrans->actionTable.setActions( ActionTable(srcTrans->actionTable) ); } else { /* Not a copy of ourself, get the functions and priorities. */ destTrans->lmActionTable.setActions( srcTrans->lmActionTable ); destTrans->actionTable.setActions( srcTrans->actionTable ); destTrans->priorTable.setPriors( srcTrans->priorTable ); } } /* Compare the properties of states that are embedded by users. Compares out * priorities, out transitions, to, from, out, error and eof action tables. */ int FsmAp::compareStateData( const StateAp *state1, const StateAp *state2 ) { /* Compare the out priority table. */ int cmpRes = CmpPriorTable:: compare( state1->outPriorTable, state2->outPriorTable ); if ( cmpRes != 0 ) return cmpRes; /* Test to state action tables. */ cmpRes = CmpActionTable::compare( state1->toStateActionTable, state2->toStateActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test from state action tables. */ cmpRes = CmpActionTable::compare( state1->fromStateActionTable, state2->fromStateActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test out action tables. */ cmpRes = CmpActionTable::compare( state1->outActionTable, state2->outActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test out condition sets. */ cmpRes = CmpOutCondSet::compare( state1->outCondSet, state2->outCondSet ); if ( cmpRes != 0 ) return cmpRes; /* Test out error action tables. */ cmpRes = CmpErrActionTable::compare( state1->errActionTable, state2->errActionTable ); if ( cmpRes != 0 ) return cmpRes; /* Test eof action tables. */ return CmpActionTable::compare( state1->eofActionTable, state2->eofActionTable ); } /* Invoked when a state looses its final state status and the leaving * transition embedding data should be deleted. */ void FsmAp::clearOutData( StateAp *state ) { /* Kill the out actions and priorities. */ state->outActionTable.empty(); state->outCondSet.empty(); state->outPriorTable.empty(); } bool FsmAp::hasOutData( StateAp *state ) { return ( state->outActionTable.length() > 0 || state->outCondSet.length() > 0 || state->outPriorTable.length() > 0 ); } /* * Setting Conditions. */ void logNewExpansion( Expansion *exp ); void logCondSpace( CondSpace *condSpace ); CondSpace *FsmAp::addCondSpace( const CondSet &condSet ) { CondSpace *condSpace = condData->condSpaceMap.find( condSet ); if ( condSpace == 0 ) { /* Do we have enough keyspace left? */ Size availableSpace = condData->lastCondKey.availableSpace(); Size neededSpace = (1 << condSet.length() ) * keyOps->alphSize(); if ( neededSpace > availableSpace ) throw FsmConstructFail( FsmConstructFail::CondNoKeySpace ); Key baseKey = condData->lastCondKey; baseKey.increment(); condData->lastCondKey += (1 << condSet.length() ) * keyOps->alphSize(); condSpace = new CondSpace( condSet ); condSpace->baseKey = baseKey; condData->condSpaceMap.insert( condSpace ); #ifdef LOG_CONDS cerr << "adding new condition space" << endl; cerr << " condition set: "; logCondSpace( condSpace ); cerr << endl; cerr << " baseKey: " << baseKey.getVal() << endl; #endif } return condSpace; } void FsmAp::startFsmCondition( Action *condAction, bool sense ) { /* Make sure the start state has no other entry points. */ isolateStartState(); embedCondition( startState, condAction, sense ); } void FsmAp::allTransCondition( Action *condAction, bool sense ) { for ( StateList::Iter state = stateList; state.lte(); state++ ) embedCondition( state, condAction, sense ); } void FsmAp::leaveFsmCondition( Action *condAction, bool sense ) { for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) (*state)->outCondSet.insert( OutCond( condAction, sense ) ); }