vise/go/state/state.go

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package state
import (
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"fmt"
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"log"
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)
// State holds the command stack, error condition of a unique execution session.
//
// It also holds cached values for all results of executed symbols.
//
// Cached values are linked to the command stack level it which they were loaded. When they go out of scope they are freed.
//
// Values must be mapped to a level in order to be available for retrieval and count towards size
//
// It can hold a single argument, which is freed once it is read
//
// Symbols are loaded with individual size limitations. The limitations apply if a load symbol is updated. Symbols may be added with a 0-value for limits, called a "sink." If mapped, the sink will consume all net remaining size allowance unused by other symbols. Only one sink may be mapped per level.
//
// Symbol keys do not count towards cache size limitations.
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//
// 8 first flags are reserved.
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type State struct {
Flags []byte // Error state
input []byte // Last input
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code []byte // Pending bytecode to execute
execPath []string // Command symbols stack
arg *string // Optional argument. Nil if not set.
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bitSize uint32 // size of (32-bit capacity) bit flag byte array
sizeIdx uint16
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}
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// number of bytes necessary to represent a bitfield of the given size.
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func toByteSize(bitSize uint32) uint8 {
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if bitSize == 0 {
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return 0
}
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n := bitSize % 8
if n > 0 {
bitSize += (8 - n)
}
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return uint8(bitSize / 8)
}
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// Retrieve the state of a state flag
func getFlag(bitIndex uint32, bitField []byte) bool {
byteIndex := bitIndex / 8
localBitIndex := bitIndex % 8
b := bitField[byteIndex]
return (b & (1 << localBitIndex)) > 0
}
// NewState creates a new State object with bitSize number of error condition states in ADDITION to the 8 builtin flags.
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func NewState(bitSize uint32) State {
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st := State{
bitSize: bitSize + 8,
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}
byteSize := toByteSize(bitSize + 8)
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if byteSize > 0 {
st.Flags = make([]byte, byteSize)
} else {
st.Flags = []byte{}
}
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return st
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}
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// SetFlag sets the flag at the given bit field index
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//
// Returns true if bit state was changed.
//
// Fails if bitindex is out of range.
func(st *State) SetFlag(bitIndex uint32) (bool, error) {
if bitIndex + 1 > st.bitSize {
return false, fmt.Errorf("bit index %v is out of range of bitfield size %v", bitIndex, st.bitSize)
}
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r := getFlag(bitIndex, st.Flags)
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if r {
return false, nil
}
byteIndex := bitIndex / 8
localBitIndex := bitIndex % 8
b := st.Flags[byteIndex]
st.Flags[byteIndex] = b | (1 << localBitIndex)
return true, nil
}
// ResetFlag resets the flag at the given bit field index.
//
// Returns true if bit state was changed.
//
// Fails if bitindex is out of range.
func(st *State) ResetFlag(bitIndex uint32) (bool, error) {
if bitIndex + 1 > st.bitSize {
return false, fmt.Errorf("bit index %v is out of range of bitfield size %v", bitIndex, st.bitSize)
}
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r := getFlag(bitIndex, st.Flags)
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if !r {
return false, nil
}
byteIndex := bitIndex / 8
localBitIndex := bitIndex % 8
b := st.Flags[byteIndex]
st.Flags[byteIndex] = b & (^(1 << localBitIndex))
return true, nil
}
// GetFlag returns the state of the flag at the given bit field index.
//
// Fails if bit field index is out of range.
func(st *State) GetFlag(bitIndex uint32) (bool, error) {
if bitIndex + 1 > st.bitSize {
return false, fmt.Errorf("bit index %v is out of range of bitfield size %v", bitIndex, st.bitSize)
}
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return getFlag(bitIndex, st.Flags), nil
}
// FlagBitSize reports the amount of bits available in the bit field index.
func(st *State) FlagBitSize() uint32 {
return st.bitSize
}
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// FlagBitSize reports the amount of bits available in the bit field index.
func(st *State) FlagByteSize() uint8 {
return uint8(len(st.Flags))
}
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// MatchFlag matches the current state of the given flag.
//
// The flag is specified given its bit index in the bit field.
//
// If invertMatch is set, a positive result will be returned if the flag is not set.
func(st *State) MatchFlag(sig uint32, invertMatch bool) (bool, error) {
r, err := st.GetFlag(sig)
if err != nil {
return false, err
}
if invertMatch {
if !r {
return true, nil
}
} else if r {
return true, nil
}
return false, nil
}
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// GetIndex scans a byte slice in same order as in storage, and returns the index of the first set bit.
//
// If the given byte slice is too small for the bit field bitsize, the check will terminate at end-of-data without error.
func(st *State) GetIndex(flags []byte) bool {
var globalIndex uint32
if st.bitSize == 0 {
return false
}
if len(flags) == 0 {
return false
}
var byteIndex uint8
var localIndex uint8
l := uint8(len(flags))
var i uint32
for i = 0; i < st.bitSize; i++ {
testVal := flags[byteIndex] & (1 << localIndex)
if (testVal & st.Flags[byteIndex]) > 0 {
return true
}
globalIndex += 1
if globalIndex % 8 == 0 {
byteIndex += 1
localIndex = 0
if byteIndex > (l - 1) {
return false
}
} else {
localIndex += 1
}
}
return false
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}
// Where returns the current active rendering symbol.
func(st *State) Where() (string, uint16) {
if len(st.execPath) == 0 {
return "", 0
}
l := len(st.execPath)
return st.execPath[l-1], st.sizeIdx
}
// Next moves to the next sink page index.
func(st *State) Next() (uint16, error) {
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if len(st.execPath) == 0 {
return 0, fmt.Errorf("state root node not yet defined")
}
st.sizeIdx += 1
s, idx := st.Where()
log.Printf("next page for %s: %v", s, idx)
return st.sizeIdx, nil
}
// Previous moves to the next sink page index.
//
// Fails if try to move beyond index 0.
func(st *State) Previous() (uint16, error) {
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if len(st.execPath) == 0 {
return 0, fmt.Errorf("state root node not yet defined")
}
if st.sizeIdx == 0 {
return 0, fmt.Errorf("already at first index")
}
st.sizeIdx -= 1
s, idx := st.Where()
log.Printf("previous page for %s: %v", s, idx)
return st.sizeIdx, nil
}
// Sides informs the caller which index page options will currently succeed.
//
// Two values are returned, for the "next" and "previous" options in that order. A false value means the option is not available in the current state.
func(st *State) Sides() (bool, bool) {
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if len(st.execPath) == 0 {
return false, false
}
next := true
log.Printf("sides %v", st.sizeIdx)
if st.sizeIdx == 0 {
return next, false
}
return next, true
}
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// Top returns true if currently at topmode node.
//
// Fails if first Down() was never called.
func(st *State) Top() (bool, error) {
if len(st.execPath) == 0 {
return false, fmt.Errorf("state root node not yet defined")
}
return len(st.execPath) == 1, nil
}
// Down adds the given symbol to the command stack.
//
// Clears mapping and sink.
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func(st *State) Down(input string) error {
st.execPath = append(st.execPath, input)
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st.sizeIdx = 0
return nil
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}
// Up removes the latest symbol to the command stack, and make the previous symbol current.
//
// Frees all symbols and associated values loaded at the previous stack level. Cache capacity is increased by the corresponding amount.
//
// Clears mapping and sink.
//
// Fails if called at top frame.
func(st *State) Up() (string, error) {
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l := len(st.execPath)
if l == 0 {
return "", fmt.Errorf("exit called beyond top frame")
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}
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st.execPath = st.execPath[:l-1]
sym := ""
if len(st.execPath) > 0 {
sym = st.execPath[len(st.execPath)-1]
}
log.Printf("execpath %v", st.execPath)
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st.sizeIdx = 0
return sym, nil
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}
// Depth returns the current call stack depth.
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func(st *State) Depth() uint8 {
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return uint8(len(st.execPath)-1)
}
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// Appendcode adds the given bytecode to the end of the existing code.
func(st *State) AppendCode(b []byte) error {
st.code = append(st.code, b...)
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log.Printf("code changed to 0x%x", b)
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return nil
}
// SetCode replaces the current bytecode with the given bytecode.
func(st *State) SetCode(b []byte) {
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log.Printf("code set to 0x%x", b)
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st.code = b
}
// Get the remaning cached bytecode
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func(st *State) GetCode() ([]byte, error) {
b := st.code
st.code = []byte{}
return b, nil
}
// GetInput gets the most recent client input.
func(st *State) GetInput() ([]byte, error) {
if st.input == nil {
return nil, fmt.Errorf("no input has been set")
}
return st.input, nil
}
// SetInput is used to record the latest client input.
func(st *State) SetInput(input []byte) error {
l := len(input)
if l > 255 {
return fmt.Errorf("input size %v too large (limit %v)", l, 255)
}
st.input = input
return nil
}
// Reset to initial state (start navigation over).
func(st *State) Reset() {
}