go-parsekit/statehandler_on.go

189 lines
5.7 KiB
Go

package parsekit
// On checks if the current input matches the provided Matcher.
//
// This method is the start of a chain method in which multiple things can
// be arranged in one go:
//
// 1) Checking whether or not there is a match (this is what On does)
//
// 2) Deciding what to do with the match (Stay(): do nothing, Skip(): only move
// the cursor forward, Accept(): move cursor forward and add the match in
// the parser string buffer)
//
// 3) Dedicing where to route to (e.g. using RouteTo() to route to a
// StateHandler by name)
//
// 4) Followup routing after that, when applicable (.e.g using something like
// RouteTo(...).ThenTo(...))
//
// For every step of this chain, you can end the chain using the
// End() method. This will return a boolean value, indicating whether or
// not the initial On() method found a match in the input.
// End() is not mandatory. It is merely provided as a means to use
// a chain as an expression for a switch/case or if statement (since those
// require a boolean expression).
//
// You can omit "what to do with the match" and go straight into a routing
// method, e.g.
//
// On(...).RouteTo(...)
//
// This is functionally the same as using
//
// On(...).Stay().RouteTo(...).
//
// Here's a complete example chain:
//
// p.On(something).Accept().RouteTo(stateB).ThenTo(stateC).End()
func (p *P) On(matcher Matcher) *matchAction {
m := &MatchDialog{p: p}
if matcher == nil {
panic("internal parser error: matcher argument for On() is nil")
}
ok := matcher(m)
// Keep track of the last match, to allow parser implementations
// to access it in an easy way. Typical use would be something like:
// if p.On(somethingBad).End() {
// p.Errorf("This was bad: %s", p.LastMatch)
// }
p.LastMatch = string(m.input)
return &matchAction{
routeAction: routeAction{chainAction{p, ok}},
input: m.input,
output: m.output,
inputPos: p.inputPos + m.inputOffset,
}
}
// chainAction is used for building method chains for the On() method.
// Every element of the method chain embeds this struct.
type chainAction struct {
p *P
ok bool
}
// End ends the method chain and returns a boolean indicating whether
// or not a match was found in the input.
func (a *chainAction) End() bool {
return a.ok
}
// matchAction is a struct that is used for building On()-method chains.
//
// It embeds the routeAction struct, to make it possible to go right into
// a route action, which is basically a simple way of aliasing a chain
// like p.On(...).Stay().RouteTo(...) into p.On(...).RouteTo(...).
type matchAction struct {
routeAction
input []rune
output []rune
inputPos int
}
// Accept tells the parser to move the cursor past a match that was found,
// and to store the input that matched in the string buffer.
// When no match was found, then no action is taken.
// It returns a routeAction struct, which provides methods that can be used
// to tell the parser what state to go to next.
func (a *matchAction) Accept() *routeAction {
if a.ok {
a.p.buffer.writeString(string(a.output))
a.advanceCursor()
}
return &routeAction{chainAction: chainAction{a.p, a.ok}}
}
// Skip tells the parser to move the cursor past a match that was found,
// without storing the actual match in the string buffer.
// Returns true in case a match was found.
// When no match was found, then no action is taken and false is returned.
func (a *matchAction) Skip() *routeAction {
if a.ok {
a.advanceCursor()
}
return &routeAction{chainAction: chainAction{a.p, a.ok}}
}
// advanceCursor advances the rune cursor one position in the input data.
// While doing so, it keeps tracks of newlines, so we can report on
// row + column positions on error.
func (a *matchAction) advanceCursor() {
a.p.inputPos = a.inputPos
for _, r := range a.input {
if a.p.newline {
a.p.cursorLine++
a.p.cursorColumn = 1
} else {
a.p.cursorColumn++
}
a.p.newline = r == '\n'
}
}
// Stay tells the parser to not move the cursor after finding a match.
// Returns true in case a match was found, false otherwise.
func (a *matchAction) Stay() *routeAction {
return &routeAction{chainAction: chainAction{a.p, a.ok}}
}
// routeAction is a struct that is used for building On() method chains.
type routeAction struct {
chainAction
}
// RouteRepeat indicates that on the next parsing cycle,
// the current StateHandler must be reinvoked.
func (a *routeAction) RouteRepeat() *chainAction {
if a.ok {
return a.p.RouteRepeat()
}
return &chainAction{nil, false}
}
// RouteTo tells the parser what StateHandler function to invoke
// in the next parsing cycle.
func (a *routeAction) RouteTo(state StateHandler) *routeFollowupAction {
if a.ok {
return a.p.RouteTo(state)
}
return &routeFollowupAction{chainAction: chainAction{nil, false}}
}
// RouteReturn tells the parser that on the next cycle the next scheduled
// route must be invoked.
func (a *routeAction) RouteReturn() *chainAction {
if a.ok {
return a.p.RouteReturn()
}
return &chainAction{nil, false}
}
// routeFollowupAction chains parsing routes.
// It allows for routing code like p.RouteTo(handlerA).ThenTo(handlerB).
type routeFollowupAction struct {
chainAction
}
// ThenTo schedules a StateHandler that must be invoked after the RouteTo
// StateHandler has been completed.
// For example: p.RouteTo(handlerA).ThenTo(handlerB)
func (a *routeFollowupAction) ThenTo(state StateHandler) *chainAction {
if a.ok {
a.p.pushRoute(state)
}
return &chainAction{nil, a.ok}
}
// ThenReturnHere schedules the current StateHandler to be invoked after
// the RouteTo StateHandler has been completed.
// For example: p.RouteTo(handlerA).ThenReturnHere()
func (a *routeFollowupAction) ThenReturnHere() *chainAction {
if a.ok {
a.p.pushRoute(a.p.state)
}
return &chainAction{nil, a.ok}
}