Add the table node: rows TSV, key and name selection, linked tables drawn consistently, and the choice-of-rows fence
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@@ -2,7 +2,6 @@ package fejkdata
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import (
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"fmt"
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"sort"
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"strings"
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)
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@@ -20,33 +19,33 @@ type rng interface {
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func (f *Generator) Fake(path string) (string, error) {
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f.mu.Lock()
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defer f.mu.Unlock()
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n, err := descend(f.rand, &folder{children: f.categories}, strings.Split(path, "."))
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segments, err := splitPath(path)
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if err != nil {
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return "", fmt.Errorf("fejkdata: %w", err)
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}
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f.set = drawSet{unnamed: draws{s: f.rand}}
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sc := drawScope{set: &f.set}
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if f.root == nil {
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f.root = &folder{children: f.categories}
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}
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n, err := descend(f.rand, f.root, segments, sc)
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if err != nil {
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return "", fmt.Errorf("fejkdata: %s: %w", path, err)
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}
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if _, ok := n.(*folder); ok {
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return "", fmt.Errorf("fejkdata: %s names a folder, not a value", path)
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}
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return renderOnce(f.rand, n), nil
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return render(f.rand, n, sc), nil
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}
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// descend walks named fields to the node a path names. It is the one render-side
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// step that can fail, because the path comes from the caller and may name a field
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// that does not exist. A choice consumes no segment, so the rest of the path must
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// be one every variant carries before a variant is picked — a path that resolves
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// at all resolves on every call.
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func descend(s *session, root node, segments []string) (node, error) {
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var found node
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err := walkPath(root, segments, pathWalk{
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choice: func(c *choice, rest []string) ([]node, error) {
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if err := carriedByAll(c, rest); err != nil {
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return nil, err
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}
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return []node{pick(s, c)}, nil
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},
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leaf: func(n node) error { found = n; return nil },
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})
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return found, err
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// descend walks named fields to the node a path names, pinning the table rows it
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// selects or draws in sc. It is the one render-side step that can fail, because the
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// path comes from the caller and may name a field or a row that does not exist. A
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// choice consumes no segment, so the rest of the path must be one every variant
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// carries before a variant is picked — a path that resolves at all resolves on
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// every call.
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func descend(s *session, root node, segments []string, sc drawScope) (node, error) {
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return walkPath(root, segments, pathWalk{pins: sc.draws(s)})
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}
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// render evaluates a compiled node to a string. compile validates every node up
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@@ -58,6 +57,20 @@ func render(s *session, n node, sc drawScope) string {
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return render(s, pick(s, n), sc)
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case *null:
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return ""
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case *table:
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sc.t, sc.row = n, n.draw(s)
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return expand(s, n.format, sc)
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case *column:
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if sc.t != n.t {
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sc.t, sc.row = n.t, sc.draws(s).mustRow(n.t)
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}
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if n.i < 0 {
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return expand(s, n.t.format, sc)
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}
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if cell := n.t.cellNode(sc.row, n.i); cell != nil {
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return render(s, cell, sc)
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}
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return n.t.cell(sc.row, n.i)
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case *template:
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sc = sc.in(n)
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if n.repeat == 1 {
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@@ -85,20 +98,20 @@ func render(s *session, n node, sc drawScope) string {
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//
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//go:noinline
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func expandAnew(s *session, t *template) string {
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var set drawSet
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set := drawSet{unnamed: draws{s: s}}
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return expand(s, t, drawScope{set: &set})
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}
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// pick selects one item. Uniform choices are O(1); weighted choices are an
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// O(log n) search over precomputed cumulative weights. compile guarantees a
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// non-empty choice and a finite positive total, so the index is always in range.
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func pick(r rng, c *choice) node {
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// The session is concrete rather than the rng interface, which would make the
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// walk that draws through it leak its draw set to the heap.
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func pick(s *session, c *choice) node {
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if c.cum == nil {
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return c.items[r.IntN(len(c.items))]
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return c.items[s.IntN(len(c.items))]
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}
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x := r.Float64() * c.cum[len(c.cum)-1]
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i := sort.Search(len(c.cum), func(i int) bool { return c.cum[i] > x })
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return c.items[i]
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return c.items[pickCum(s, c.cum)]
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}
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// expand renders a template's compiled ops. compile validated every token, so this
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@@ -110,7 +123,7 @@ func expand(s *session, t *template, sc drawScope) string {
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// repeat iteration get their own, since each is its own expansion. A reference
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// path reads the render's draws in sc instead.
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var held *draws
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if len(t.held) > 0 {
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if t.heldLocal {
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held = &draws{
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variant: make(map[string]node, len(t.held)),
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value: make(map[string]draw, len(t.held)),
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