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//! Contains the StateContext struct and the other structs used to track state
//! in the finite state machine.
//-----------------------------------------------------------------------------
use super::state_istatecontext_trait::{IStateContext, StateChar};
use super::state_istatebehavior_trait::{IStateBehavior, CurrentState, current_state_to_string};
//-----------------------------------------------------------------------------
//=============================================================================
//=============================================================================
/// Represents the initial state. Technically, this struct and its
/// implementation is not needed but Rust demands all avenues through code
/// handle all elements of an enum (see StateContext::get_behavior()).
struct StateInitial {
}
impl StateInitial {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateInitial struct as represented by
/// the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateInitial { })
}
}
impl IStateBehavior for StateInitial {
fn go_next(&mut self, _context: &mut dyn IStateContext) -> CurrentState {
CurrentState::NormalText
}
}
//=============================================================================
//=============================================================================
/// Represents normal text behavior.
///
/// Transitions to the following states for the seen input:
/// - `"` - go to CurrentState::DoubleQuotedText (start of a double-quoted string)
///
/// - `'` - go to CurrentState::SingleQuotedText (start of a single-quoted string)
///
/// - `/` - go to CurrentState::StartComment (start of a line or block comment)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateNormalText {
}
impl StateNormalText {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateNormalText struct as represented by
/// the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateNormalText {})
}
}
impl IStateBehavior for StateNormalText {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::NormalText;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '"' {
context.output_character(next_character);
current_state = CurrentState::DoubleQuotedText;
} else if c == '\'' {
context.output_character(next_character);
current_state = CurrentState::SingleQuotedText;
} else if c == '/' {
current_state = CurrentState::StartComment;
} else {
context.output_character(next_character);
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being inside a double-quote string where filtering is
/// essentially turned off until the end of the string is reached.
///
/// Transitions to the following states for the seen input:
/// - `"` - go to CurrentState::NormalText (end of a double-quoted string)
///
/// - `\` - go to CurrentState::EscapedDoubleQuoteText (start of an escaped character)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateDoubleQuotedText {
}
impl StateDoubleQuotedText {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateDoubleQuotedText struct as
/// represented by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateDoubleQuotedText {})
}
}
impl IStateBehavior for StateDoubleQuotedText {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::DoubleQuotedText;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '"' {
context.output_character(next_character);
current_state = CurrentState::NormalText;
} else if c == '\\' {
context.output_character(next_character);
current_state = CurrentState::EscapedDoubleQuoteText;
} else {
context.output_character(next_character);
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being inside a single-quoted string where filtering is
/// effectively turned off until the end of the string is reached.
///
/// Transitions to the following states for the seen input:
/// - `'` - go to CurrentState::NormalText (end of a single-quoted string)
///
/// - `\` - go to CurrentState::EscapedSingleQuoteText (start of an escaped character)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateSingleQuotedText {
}
impl StateSingleQuotedText {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateSingleQuotedText struct as
/// represented by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateSingleQuotedText {})
}
}
impl IStateBehavior for StateSingleQuotedText {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::SingleQuotedText;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '\'' {
context.output_character(next_character);
current_state = CurrentState::NormalText;
} else if c == '\\' {
context.output_character(next_character);
current_state = CurrentState::EscapedSingleQuoteText;
} else {
context.output_character(next_character);
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being in an escaped character sequence inside a double-quoted
/// string. We don't do anything with the escaped character other than output
/// it. Handling escaped characters allows us to more accurately detect the
/// end of the string.
///
/// Transitions to the following states for the seen input:
/// - `{ANY}` - go to CurrentState::DoubleQuotedText (end of escape sequence)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateEscapedDoubleQuotedText {
}
impl StateEscapedDoubleQuotedText {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateEscapedDoubleQuotedText struct as
/// represented by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateEscapedDoubleQuotedText {})
}
}
impl IStateBehavior for StateEscapedDoubleQuotedText {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::DoubleQuotedText;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(_) => {
context.output_character(next_character);
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being in an escaped character sequence inside a single-quoted
/// string. We don't do anything with the escaped character other than output
/// it. Handling escaped characters allows us to more accurately detect the
/// end of the string.
///
/// Transitions to the following states for the seen input:
/// - `{ANY}` - go to CurrentState::SingleQuotedText (end of escape sequence)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateEscapedSingleQuotedText {
}
impl StateEscapedSingleQuotedText {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateEscapedSingleQuotedText struct as
/// represented by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateEscapedSingleQuotedText {})
}
}
impl IStateBehavior for StateEscapedSingleQuotedText {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::SingleQuotedText;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(_) => {
context.output_character(next_character);
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents the possible start of a line or block comment.
///
/// Transitions to the following states for the seen input:
/// - `/` - go to CurrentState::LineComment (start of a line comment)
///
/// - `*` - go to CurrentState::BlockComment (start of a block comment)
///
/// - `{ANY}` - go to CurrentState::NormalText (not start of a comment)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateStartComment {
}
impl StateStartComment {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateStartComment struct as represented
/// by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateStartComment {})
}
}
impl IStateBehavior for StateStartComment {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let current_state;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '/' {
current_state = CurrentState::LineComment;
} else if c == '*' {
current_state = CurrentState::BlockComment;
} else {
// Not the start of a comment so output the leading slash
// that led to the state followed by the character we just
// processed.
context.output_character(StateChar::Char('/'));
context.output_character(next_character);
current_state = CurrentState::NormalText;
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being in a line comment.
///
/// Transitions to the following states for the seen input:
/// - `\n` - go to CurrentState::NormalText (a newline is the end of a line comment)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateLineComment {
}
impl StateLineComment {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateLineComment struct as represented
/// by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateLineComment {})
}
}
impl IStateBehavior for StateLineComment {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::LineComment;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '\n' {
context.output_character(next_character);
current_state = CurrentState::NormalText;
} else {
// We are in a comment to be removed, so do nothing here.
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being in a block comment.
///
/// Transitions to the following states for the seen input:
/// - `*` - go to CurrentState::EndBlockComment (possible end of block comment)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateBlockComment {
}
impl StateBlockComment {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateBlockComment struct as represented
/// by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateBlockComment {})
}
}
impl IStateBehavior for StateBlockComment {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::BlockComment;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '*' {
current_state = CurrentState::EndBlockComment;
} else {
// We are in a comment to be removed, so do nothing here.
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents possibly being at the end of a block comment.
///
/// Transitions to the following states for the seen input:
/// - `/` - go to CurrentState::NormalText (found end of block comment)
///
/// - `{ANY}` - go to CurrentState::BlockComment (still in block comment)
///
/// - `StateChar::Eof` - go to CurrentState::Done (no more input)
struct StateEndBlockComment {
}
impl StateEndBlockComment {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateEndBlockComment struct as
/// represented by the IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateEndBlockComment {})
}
}
impl IStateBehavior for StateEndBlockComment {
fn go_next(&mut self, context: &mut dyn IStateContext) -> CurrentState {
let mut current_state = CurrentState::BlockComment;
let next_character = context.get_next_character();
match next_character {
StateChar::Eof => current_state = CurrentState::Done,
StateChar::Char(c) => {
if c == '/' {
current_state = CurrentState::NormalText;
} else {
// We are in a comment to be removed, so do nothing here.
}
}
}
current_state
}
}
//=============================================================================
//=============================================================================
/// Represents being done with input.
///
/// Transitions to the following states for the seen input:
/// Always stay in CurrentState::Done
struct StateDone {
}
impl StateDone {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateDone struct as represented by the
/// IStateBehavior trait.
pub fn new() -> Box<dyn IStateBehavior> {
Box::new(StateDone {})
}
}
impl IStateBehavior for StateDone {
fn go_next(&mut self, _context: &mut dyn IStateContext) -> CurrentState {
CurrentState::Done
}
}
//=============================================================================
//=============================================================================
/// Represents an input string and an output string, along with an index into
/// the input string. This is used for running the individual characters of
/// the input through the finite state machine to produce filtered output.
///
/// (Normally, the input and output would appear on the StateContext struct,
/// however, there was a circular reference between the IStateContext trait and
/// the IStateBehavior::go_next() method, resulting in an error where a mutable
/// borrow was occurring on an already mutable borrow. Only way around this
/// was to separate the input/output stuff from the context stuff.)
struct InputOutput {
/// Text to be filtered. The given text is converted to a vector so it can
/// be indexed, allowing us to easily detect end of string.
input_text: Vec<char>,
/// Index into the input text.
text_index: usize,
/// The output string that accumulates the filtered text.
output_text: String,
}
impl InputOutput {
/// Constructor
///
/// # Parameters
/// - input_text
///
/// The text to be filtered.
///
/// # Returns
/// Returns a new instance of the InputOutput struct.
fn new(input_text: &str) -> InputOutput {
InputOutput {
input_text: input_text.chars().collect(),
text_index: 0,
output_text: String::from(""),
}
}
}
impl IStateContext for InputOutput {
fn get_next_character(&mut self) -> StateChar {
let mut character = StateChar::Eof;
if self.text_index < self.input_text.len() {
character = StateChar::Char(self.input_text[self.text_index]);
self.text_index += 1;
}
character
}
fn output_character(&mut self, character: StateChar) {
if let StateChar::Char(c) = character {
self.output_text.push(c);
}
}
}
//=============================================================================
//=============================================================================
/// Implementation of the state machine. This maintains the context in which
/// the state machine runs.
pub struct StateContext {
/// The current state of the machine.
current_state: CurrentState,
/// Maps values from the CurrentState enumeration to instances of the
/// IStateBehavior representing the behavior for that state. This vector
/// owns the StateXXX struct instances.
behaviors: Vec<(CurrentState, Box<dyn IStateBehavior>)>,
}
impl StateContext {
/// Constructor
///
/// # Returns
/// Returns a new instance of the StateContext struct.
pub fn new() -> StateContext {
StateContext {
current_state: CurrentState::Initial,
behaviors: vec![],
}
}
/// Entry point for callers to filter text. Removes Rust-style line and
/// block comments from the text.
///
/// # Parameters
/// - text
///
/// The text from which to remove comments.
///
/// # Returns
/// Returns the text as a new string, without the comments.
pub fn remove_comments(&mut self, text: &str) -> String {
let mut inputoutput = InputOutput::new(text);
self.current_state = CurrentState::Initial;
self.set_next_state(&CurrentState::NormalText);
while self.current_state != CurrentState::Done {
let state = self.current_state.clone();
let behavior = self.get_behavior(&state);
let current_state = behavior.go_next(&mut inputoutput);
self.set_next_state(¤t_state);
}
inputoutput.output_text.clone()
}
/// Helper method to transition the state machine to the specified state.
/// Does nothing if the new state is the same as the old state.
///
/// # Parameters
/// - new_state
///
/// A value from the CurrentState enumeration indicating the state to
/// which to transition.
fn set_next_state(&mut self, new_state: &CurrentState) {
if self.current_state != *new_state {
println!(" --> State Transition: {0} -> {1}",
current_state_to_string(&self.current_state),
current_state_to_string(new_state));
self.current_state = (*new_state).clone();
}
}
/// Helper method to retrieve the behavior corresponding to the given
/// state. A behavior is an implementation of the IStateBehavior trait
/// that can be called to get a new state. There is a different behavior
/// for each state.
///
/// The behaviors are created as needed and cached in the StateContext
/// struct.
///
/// # Parameters
/// - state
///
/// A value from the CurrentState enumeration indicating which behavior
/// to return.
///
/// # Returns
/// Returns a mutable reference to a IStateBehavior instance representing
/// the specified state.
fn get_behavior(&mut self, state: &CurrentState) -> &mut Box<dyn IStateBehavior> {
let mut found_index = self.behaviors.iter().position(|x| x.0 == *state);
if let None = found_index {
let behavior = match state {
CurrentState::Initial => StateInitial::new(),
CurrentState::NormalText => StateNormalText::new(),
CurrentState::DoubleQuotedText => StateDoubleQuotedText::new(),
CurrentState::SingleQuotedText => StateSingleQuotedText::new(),
CurrentState::EscapedDoubleQuoteText => StateEscapedDoubleQuotedText::new(),
CurrentState::EscapedSingleQuoteText => StateEscapedSingleQuotedText::new(),
CurrentState::StartComment => StateStartComment::new(),
CurrentState::LineComment => StateLineComment::new(),
CurrentState::BlockComment => StateBlockComment::new(),
CurrentState::EndBlockComment => StateEndBlockComment::new(),
CurrentState::Done => StateDone::new(),
};
found_index = Some(self.behaviors.len());
let new_entry = (state.clone(), behavior);
self.behaviors.push(new_entry);
}
let index = found_index.unwrap();
&mut self.behaviors[index].1
}
}