package fejkdata import ( "fmt" "strings" "github.com/larvit/fejkdata/internal/drawstate" ) // rng is the randomness a builtin sample draws from, which *drawstate.State satisfies. The // render path takes the concrete type instead, which keeps its draws off the heap. type rng interface { IntN(n int) int Float64() float64 } // Fake generates a value for a dot path. Each segment descends one level: folder // names and the category (JSON file) come first, then named fields within it, // e.g. "sv_SE.address" or "sv_SE.address.street". Choices along the way are // resolved at random. A path naming a folder (no value of its own) is an error. func (f *Generator) Fake(path string) (string, error) { f.mu.Lock() defer f.mu.Unlock() segments, err := splitPath(path) if err != nil { return "", fmt.Errorf("fejkdata: %w", err) } f.loadShippedAt(segments) n, pins, err := descend(f.drawState, &f.root, segments) if err != nil { return "", fmt.Errorf("fejkdata: %s: %w", path, err) } if _, ok := n.(*folder); ok { return "", fmt.Errorf("fejkdata: %s names a folder, not a value", path) } var frames frameStack sc, _ := renderScope{frames: &frames}.at(n, &pins).enter(n, nil) return render(f.drawState, n, sc), nil } // descend walks a caller's path to the node it names, returning the rows its leaf renders in. func descend(s *drawstate.State, root node, segments []string) (node, pinSet, error) { // docs/decisions.md#a-path-is-walked-once-without-drawing-before-it-is-walked-for-real var buf [16]pathStep steps, err := probePath(root, segments, buf[:0]) if err != nil { return nil, pinSet{}, err } var pins pinSet n, leafPins := drawSteps(s, root, steps, &pins, nil, nil) return n, *leafPins, nil } // renderOnce renders n as one render, over frames of its own. func renderOnce(s *drawstate.State, n node) string { var frames frameStack return render(s, n, renderScope{frames: &frames}) } // render evaluates a compiled node to a string. compile validates every node up // front, so rendering a compiled tree cannot fail. // A child this switch renders is one renderEdges must list too, or the fences miss it. func render(s *drawstate.State, n node, sc renderScope) string { switch n := n.(type) { case *choice: return render(s, pick(s, n), sc) case *nullItem: return "" case *table: sc.row = renderedRow{n, sc.drawRowOf(s, n)} return expand(s, n.formatTemplate, sc) case *tableRow: return expand(s, n.t.formatTemplate, sc) case *tableColumn: row := sc.rowOf(n.t) if cell := n.t.cellTemplate(row, n.i); cell != nil { return render(s, cell, sc) } return n.t.cell(row, n.i) case *template: if n.repeat == 1 { if mark := sc.renderFrame(n); mark >= 0 { defer sc.frames.pop(mark) } if lit, fixed := n.fixedText(); fixed { return lit } return expand(s, n, sc) } return renderRepeat(s, n, sc) default: panic(internalError("uncompiled node %T", n)) } } // renderRepeat renders each iteration of t inside the name scopes rendering t, where a name bound // outside t keeps its pick, and a name t binds picks again. func renderRepeat(s *drawstate.State, t *template, sc renderScope) string { var b strings.Builder b.Grow(t.repeat * (t.compiled.grow + len(t.separator))) for i := 0; i < t.repeat; i++ { if i > 0 { b.WriteString(t.separator) } if t.ownNameScope == nil { b.WriteString(expand(s, t, sc)) continue } mark := sc.frames.push(newPickFrame(t.ownNameScope)) b.WriteString(expand(s, t, sc)) sc.frames.pop(mark) } return b.String() } // pick selects one item. Uniform choices are O(1); weighted choices are an // O(log n) search over precomputed cumulative weights. func pick(s *drawstate.State, c *choice) node { if c.cum == nil { return c.items[s.IntN(len(c.items))] } return c.items[pickCum(s, c.cum)] } func expand(s *drawstate.State, t *template, sc renderScope) string { var b strings.Builder b.Grow(t.compiled.grow) for i := range t.compiled.ops { o := &t.compiled.ops[i] switch o.kind { case literalRun: b.WriteString(o.lit) case nameRead: b.WriteString(readField(s, t, sc, o.arms[s.IntN(len(o.arms))]).text) case builtinCall: var operands []string if len(o.operands) > 0 { operands = make([]string, len(o.operands)) for j, a := range o.operands { operands[j] = readField(s, t, sc, a).text } } b.WriteString(o.call(s, b.String(), operands)) // b.String() is the output so far } } return b.String() } // readField renders one arm of a token. A read of a name, or of a level a read of the name // rendering addresses, is kept in that name's pick; every other read draws afresh, so {word} // {word} draws twice and {p.a} {p.b} reads two draws of p. func readField(s *drawstate.State, t *template, sc renderScope, a arm) readValue { switch { case a.kind == namedRead: return readName(s, sc, a) case sc.pick != nil && !isRef(a.head) && sc.keeps(a): return readUnder(s, t, sc, a) } sc.pick = nil if !isRef(a.head) { leaf, _ := drawSteps(s, t.head(a.head), a.steps, nil, nil, a.levels) return renderLeaf(s, leaf, sc) } var pins pinSet leaf, leafPins := drawSteps(s, t.head(a.head), a.steps, &pins, nil, a.levels) sc, mark := sc.at(leaf, leafPins).enter(leaf, nil) r := renderLeaf(s, leaf, sc) sc.frames.pop(mark) return r } // renderLeaf draws and renders what a read lands on: null on a null item, or on a column that only // reads one reference or name whose read drew null. func renderLeaf(s *drawstate.State, n node, sc renderScope) readValue { n = resolveChoice(s, n) switch leaf := n.(type) { case *nullItem: return readValue{null: true} case *template: if leaf.link.readsColumn != nil { return readField(s, leaf, sc, leaf.link.readsColumn.a) } } return readValue{text: render(s, n, sc)} } // resolveChoice resolves a choice to one variant. Nested choices unwrap too: a draw is one value, // not another set to pick from. func resolveChoice(s *drawstate.State, n node) node { for c, ok := n.(*choice); ok; c, ok = n.(*choice) { n = pick(s, c) } return n }