193 lines
6.3 KiB
Go
193 lines
6.3 KiB
Go
package fejkdata
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import (
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"github.com/larvit/fejkdata/internal/drawstate"
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"github.com/larvit/fejkdata/internal/invariant"
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)
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// pickKey is a level's path of segments from a root keyed "": for a named read, the node its
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// name's target starts at; for a fresh read, the template it sits in. under moves a fresh read's
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// key into the pick it renders in.
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type pickKey string
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// under is rel, a key from a fresh read's levels, moved under k, the key of what renders. It never
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// returns k itself: on a render k is env.pickAt, and a memo keeping it would move every render's env to the heap.
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func (k pickKey) under(rel pickKey) pickKey {
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if k == "" {
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return rel
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}
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return k + "." + rel
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}
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// namedPick is one draw of a name: the variant drawn at each level a read of it addresses, the
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// value each read there produced, by its pickKey, and the table rows they pinned.
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type namedPick struct {
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named *nameBinding
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memo drawMemo
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pins pinSet
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}
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// drawMemo is what a named pick has drawn: the variant each level was drawn as, so every path
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// under it reads one variant; the value each read produced, by its pickKey, so the same read written
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// twice reads one value; the frames a read opens for the name scopes around where it lands
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// (enter); and the rows drawn by each step down after a "..", by level.
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type drawMemo struct {
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variant map[pickKey]node
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value map[pickKey]readValue
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enteredFrames map[*nameScope]*pickFrame
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steppedDown map[pickKey]*pinSet
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}
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// stepDownPins is the pins a path steps down into after stepping up to t: kept in m where there
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// is one, so every path stepping down there reads one draw.
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func (m *drawMemo) stepDownPins(pins *pinSet, t *rowsTable, levels []pickKey, at int) *pinSet {
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if m == nil {
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return pins.Above(t)
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}
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p, ok := m.steppedDown[levels[at]]
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if !ok {
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p = pins.Above(t)
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if m.steppedDown == nil {
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m.steppedDown = map[pickKey]*pinSet{}
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}
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m.steppedDown[levels[at]] = p
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}
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return p
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}
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// pickFrame is one render of a name scope: a pick per binding, each drawn on its first read.
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type pickFrame struct {
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scope *nameScope
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picks []namedPick
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}
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func newPickFrame(scope *nameScope) *pickFrame {
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f := &pickFrame{scope: scope, picks: make([]namedPick, len(scope.order))}
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for i, b := range scope.order {
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f.picks[i].named = b
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}
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return f
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}
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// frameStack is the frames of the name scopes rendering, innermost last. A render's env points
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// at it, and a repeat iteration's shares it: holding the frames in a renderEnv would move every
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// render's env to the heap.
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type frameStack struct {
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frames []*pickFrame
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}
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// push opens f until pop closes it, returning the mark pop takes.
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func (st *frameStack) push(f *pickFrame) int {
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mark := len(st.frames)
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st.frames = append(st.frames, f)
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return mark
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}
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func (st *frameStack) pop(mark int) { st.frames = st.frames[:mark] }
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// scopeAround is the innermost name scope a render of n reads names in, short of the frames n
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// renders itself, one per iteration of a repeat.
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func scopeAround(n node) *nameScope {
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switch n := n.(type) {
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case *template:
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if n.repeat > 1 && n.nameScope != nil && n.nameScope.owner == n {
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return n.nameScope.up
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}
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return n.nameScope
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case *choice:
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return n.nameScope
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}
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return nil
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}
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func (m *drawMemo) enteredFrame(scope *nameScope) *pickFrame {
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if m == nil {
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return newPickFrame(scope)
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}
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f, ok := m.enteredFrames[scope]
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if !ok {
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f = newPickFrame(scope)
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if m.enteredFrames == nil {
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m.enteredFrames = map[*nameScope]*pickFrame{}
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}
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m.enteredFrames[scope] = f
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}
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return f
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}
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// readName reads the arm a from the pick of its name, held in the frame of the name's scope.
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// When the pick renders another category, enter takes that category's frames from the pick's
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// memo, and renderFrame finds them and opens no new one.
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// So every read through one pick sees one pick of each name the other category binds:
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// {a.street} and {a.postal-code} in data/sv_SE/address.json read one pick of the name l
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// that data/geo/SE/address.json binds.
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func readName(s *drawstate.State, env renderEnv, a arm) readValue {
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f := env.frameOf(a.named.scope)
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if f == nil {
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panic(invariant.Broken("name %q is read where no frame of its scope renders", a.named.name))
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}
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p := &f.picks[a.named.index]
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if r, done := p.memo.value[a.key()]; done {
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return r
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}
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leaf, pins := p.draw(s, a.named.start, a.steps, a.levels)
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if a.named.bindsField() {
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return p.renderAt(s, leaf, pins, a.key(), env)
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}
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env, mark := env.enter(leaf, &p.memo)
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r := p.renderAt(s, leaf, pins, a.key(), env)
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env.frames.pop(mark)
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return r
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}
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// readUnder reads a, an arm of t, once per pick: t renders in env.pick at env.pickAt, and a read of
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// the name addresses the level a starts at. It keys the value by a's key under env.pickAt.
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func readUnder(s *drawstate.State, t *template, env renderEnv, a arm) readValue {
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p, key := env.pick, env.pickAt.under(a.key())
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if r, done := p.memo.value[key]; done {
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return r
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}
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levels := make([]pickKey, len(a.levels))
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for i, l := range a.levels[:len(levels)-1] {
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levels[i] = env.pickAt.under(l)
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}
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levels[len(levels)-1] = key
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leaf, pins := p.draw(s, t.startOf(a.head), a.steps, levels)
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return p.renderAt(s, leaf, pins, key, env)
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}
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// draw draws the path from start under p, keeping the variant drawn at each of levels, whose last
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// is the leaf's key, and returns the leaf and the pins its row is in.
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func (p *namedPick) draw(s *drawstate.State, start node, steps []pathStep, levels []pickKey) (node, *pinSet) {
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leaf, pins := drawSteps(s, start, steps, &p.pins, &p.memo, levels)
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if c, isChoice := leaf.(*choice); isChoice {
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leaf = p.memo.variantOf(s, c, levels[len(levels)-1])
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}
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return leaf, pins
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}
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// renderAt renders leaf, drawn at key into pins, as part of p, and keeps what it rendered.
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func (p *namedPick) renderAt(s *drawstate.State, leaf node, pins *pinSet, key pickKey, env renderEnv) readValue {
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env = env.at(leaf, pins)
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env.pick, env.pickAt = p, key
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r := renderLeaf(s, leaf, env)
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if p.memo.value == nil {
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p.memo.value = map[pickKey]readValue{}
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}
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p.memo.value[key] = r
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return r
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}
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// variantOf is the variant of c drawn at level, drawn now where none was.
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func (m *drawMemo) variantOf(s *drawstate.State, c *choice, level pickKey) node {
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n, drew := m.variant[level]
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if !drew {
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n = drawThroughChoices(s, c)
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if m.variant == nil {
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m.variant = map[pickKey]node{}
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}
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m.variant[level] = n
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}
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return n
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}
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