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//------------------------------------------------------------------------------
// <copyright file="asttree.cs" company="Microsoft">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
// <owner current="true" primary="true">Microsoft</owner>
//------------------------------------------------------------------------------
namespace System.Xml.Schema {
using System.Xml.XPath;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Collections;
using System.Xml.Schema;
using MS.Internal.Xml.XPath;
/*--------------------------------------------------------------------------------------------- *
* Dynamic Part Below... *
* -------------------------------------------------------------------------------------------- */
// stack element class
// this one needn't change, even the parameter in methods
internal class AxisElement {
internal DoubleLinkAxis curNode; // current under-checking node during navigating
internal int rootDepth; // root depth -- contextDepth + 1 if ! isDss; context + {1...} if isDss
internal int curDepth; // current depth
internal bool isMatch; // current is already matching or waiting for matching
internal DoubleLinkAxis CurNode {
get { return this.curNode; }
}
// constructor
internal AxisElement (DoubleLinkAxis node, int depth) {
this.curNode = node;
this.rootDepth = this.curDepth = depth;
this.isMatch = false;
}
internal void SetDepth (int depth) {
this.rootDepth = this.curDepth = depth;
return;
}
// "a/b/c" pointer from b move to a
// needn't change even tree structure changes
internal void MoveToParent(int depth, ForwardAxis parent) {
// "a/b/c", trying to match b (current node), but meet the end of a, so move pointer to a
if ( depth == this.curDepth - 1 ) {
// really need to move the current node pointer to parent
// what i did here is for seperating the case of IsDss or only IsChild
// bcoz in the first case i need to expect "a" from random depth
// -1 means it doesn't expect some specific depth (referecing the dealing to -1 in movetochild method
// while in the second case i can't change the root depth which is 1.
if ((this.curNode.Input == parent.RootNode ) && (parent.IsDss)) {
this.curNode = parent.RootNode;
this.rootDepth = this.curDepth = -1;
return;
}
else if (this.curNode.Input != null) { // else cur-depth --, cur-node change
this.curNode = (DoubleLinkAxis) (this.curNode.Input);
this.curDepth --;
return;
}
else return;
}
// "a/b/c", trying to match b (current node), but meet the end of x (another child of a)
// or maybe i matched, now move out the current node
// or move out after failing to match attribute
// the node i m next expecting is still the current node
else if (depth == this.curDepth) { // after matched or [2] failed in matching attribute
if (this.isMatch) {
this.isMatch = false;
}
}
return; // this node is still what i am expecting
// ignore
}
// equal & ! attribute then move
// "a/b/c" pointer from a move to b
// return true if reach c and c is an element and c is the axis
internal bool MoveToChild(string name, string URN, int depth, ForwardAxis parent) {
// an attribute can never be the same as an element
if (Asttree.IsAttribute(this.curNode)) {
return false;
}
// either moveToParent or moveToChild status will have to be changed into unmatch...
if (this.isMatch) {
this.isMatch = false;
}
if (! AxisStack.Equal (this.curNode.Name, this.curNode.Urn, name, URN)) {
return false;
}
if (this.curDepth == -1) {
SetDepth (depth);
}
else if (depth > this.curDepth) {
return false;
}
// matched ...
if (this.curNode == parent.TopNode) {
this.isMatch = true;
return true;
}
// move down this.curNode
DoubleLinkAxis nowNode = (DoubleLinkAxis) (this.curNode.Next);
if (Asttree.IsAttribute (nowNode)) {
this.isMatch = true; // for attribute
return false;
}
this.curNode = nowNode;
this.curDepth ++;
return false;
}
}
internal class AxisStack {
// property
private ArrayList stack; // of AxisElement
private ForwardAxis subtree; // reference to the corresponding subtree
private ActiveAxis parent;
internal ForwardAxis Subtree {
get { return this.subtree; }
}
internal int Length { // stack length
get {return this.stack.Count; }
}
// instructor
public AxisStack (ForwardAxis faxis, ActiveAxis parent) {
this.subtree = faxis;
this.stack = new ArrayList();
this.parent = parent; // need to use its contextdepth each time....
// improvement:
// if ! isDss, there has nothing to do with Push/Pop, only one copy each time will be kept
// if isDss, push and pop each time....
if (! faxis.IsDss) { // keep an instance
this.Push (1); // context depth + 1
}
// else just keep stack empty
}
// method
internal void Push (int depth) {
AxisElement eaxis = new AxisElement (this.subtree.RootNode, depth);
this.stack.Add (eaxis);
}
internal void Pop () {
this.stack.RemoveAt (Length - 1);
}
// used in the beginning of .// and MoveToChild
// didn't consider Self, only consider name
internal static bool Equal (string thisname, string thisURN, string name, string URN) {
// which means "b" in xpath, no namespace should be specified
if (thisURN == null) {
if ( !((URN == null) || (URN.Length == 0))) {
return false;
}
}
// != "*"
else if ((thisURN.Length != 0) && (thisURN != URN)) {
return false;
}
// != "a:*" || "*"
if ((thisname.Length != 0) && (thisname != name)) {
return false;
}
return true;
}
// "a/b/c" pointer from b move to a
// needn't change even tree structure changes
internal void MoveToParent(string name, string URN, int depth) {
if (this.subtree.IsSelfAxis) {
return;
}
for (int i = 0; i < this.stack.Count; ++i) {
((AxisElement)stack[i]).MoveToParent (depth, this.subtree);
}
// in ".//"'s case, since each time you push one new element while match, why not pop one too while match?
if ( this.subtree.IsDss && Equal (this.subtree.RootNode.Name, this.subtree.RootNode.Urn, name, URN)) {
Pop();
} // only the last one
}
// "a/b/c" pointer from a move to b
// return true if reach c
internal bool MoveToChild(string name, string URN, int depth) {
bool result = false;
// push first
if ( this.subtree.IsDss && Equal (this.subtree.RootNode.Name, this.subtree.RootNode.Urn, name, URN)) {
Push(-1);
}
for (int i = 0; i < this.stack.Count; ++i) {
if (((AxisElement)stack[i]).MoveToChild(name, URN, depth, this.subtree)) {
result = true;
}
}
return result;
}
// attribute can only at the topaxis part
// dealing with attribute only here, didn't go into stack element at all
// stack element only deal with moving the pointer around elements
internal bool MoveToAttribute(string name, string URN, int depth) {
if (! this.subtree.IsAttribute) {
return false;
}
if (! Equal (this.subtree.TopNode.Name, this.subtree.TopNode.Urn, name, URN) ) {
return false;
}
bool result = false;
// no stack element for single attribute, so dealing with it seperately
if (this.subtree.TopNode.Input == null) {
return (this.subtree.IsDss || (depth == 1));
}
for (int i = 0; i < this.stack.Count; ++i) {
AxisElement eaxis = (AxisElement)this.stack[i];
if ((eaxis.isMatch) && (eaxis.CurNode == this.subtree.TopNode.Input)) {
result = true;
}
}
return result;
}
}
// whenever an element is under identity-constraint, an instance of this class will be called
// only care about property at this time
internal class ActiveAxis {
// consider about reactivating.... the stack should be clear right??
// just reset contextDepth & isActive....
private int currentDepth; // current depth, trace the depth by myself... movetochild, movetoparent, movetoattribute
private bool isActive; // not active any more after moving out context node
private Asttree axisTree; // reference to the whole tree
// for each subtree i need to keep a stack...
private ArrayList axisStack; // of AxisStack
public int CurrentDepth {
get { return this.currentDepth; }
}
// if an instance is !IsActive, then it can be reactive and reuse
// still need thinking.....
internal void Reactivate () {
this.isActive = true;
this.currentDepth = -1;
}
internal ActiveAxis (Asttree axisTree) {
this.axisTree = axisTree; // only a pointer. do i need it?
this.currentDepth = -1; // context depth is 0 -- enforce moveToChild for the context node
// otherwise can't deal with "." node
this.axisStack = new ArrayList(axisTree.SubtreeArray.Count); // defined length
// new one stack element for each one
for (int i = 0; i < axisTree.SubtreeArray.Count; ++i) {
AxisStack stack = new AxisStack ((ForwardAxis)axisTree.SubtreeArray[i], this);
axisStack.Add (stack);
}
this.isActive = true;
}
public bool MoveToStartElement (string localname, string URN) {
if (!isActive) {
return false;
}
// for each:
this.currentDepth ++;
bool result = false;
for (int i = 0; i < this.axisStack.Count; ++i) {
AxisStack stack = (AxisStack)this.axisStack[i];
// special case for self tree "." | ".//."
if (stack.Subtree.IsSelfAxis) {
if ( stack.Subtree.IsDss || (this.CurrentDepth == 0))
result = true;
continue;
}
// otherwise if it's context node then return false
if (this.CurrentDepth == 0) continue;
if (stack.MoveToChild (localname, URN, this.currentDepth)) {
result = true;
// even already know the last result is true, still need to continue...
// run everyone once
}
}
return result;
}
// return result doesn't have any meaning until in SelectorActiveAxis
public virtual bool EndElement (string localname, string URN) {
// need to think if the early quitting will affect reactivating....
if (this.currentDepth == 0) { // leave context node
this.isActive = false;
this.currentDepth --;
}
if (! this.isActive) {
return false;
}
for (int i = 0; i < this.axisStack.Count; ++i) {
((AxisStack)axisStack[i]).MoveToParent (localname, URN, this.currentDepth);
}
this.currentDepth -- ;
return false;
}
// Secondly field interface
public bool MoveToAttribute (string localname, string URN) {
if (! this.isActive) {
return false;
}
bool result = false;
for (int i = 0; i < this.axisStack.Count; ++i) {
if (((AxisStack)axisStack[i]).MoveToAttribute(localname, URN, this.currentDepth + 1)) { // don't change depth for attribute, but depth is add 1
result = true;
}
}
return result;
}
}
/* ---------------------------------------------------------------------------------------------- *
* Static Part Below... *
* ---------------------------------------------------------------------------------------------- */
// each node in the xpath tree
internal class DoubleLinkAxis : Axis {
internal Axis next;
internal Axis Next {
get { return this.next; }
set { this.next = value; }
}
//constructor
internal DoubleLinkAxis(Axis axis, DoubleLinkAxis inputaxis)
: base(axis.TypeOfAxis, inputaxis, axis.Prefix, axis.Name, axis.NodeType) {
this.next = null;
this.Urn = axis.Urn;
this.abbrAxis = axis.AbbrAxis;
if (inputaxis != null) {
inputaxis.Next = this;
}
}
// recursive here
internal static DoubleLinkAxis ConvertTree (Axis axis) {
if (axis == null) {
return null;
}
return ( new DoubleLinkAxis (axis, ConvertTree ((Axis) (axis.Input))));
}
}
// only keep axis, rootNode, isAttribute, isDss inside
// act as an element tree for the Asttree
internal class ForwardAxis {
// Axis tree
private DoubleLinkAxis topNode;
private DoubleLinkAxis rootNode; // the root for reverse Axis
// Axis tree property
private bool isAttribute; // element or attribute? "@"?
private bool isDss; // has ".//" in front of it?
private bool isSelfAxis; // only one node in the tree, and it's "." (self) node
internal DoubleLinkAxis RootNode {
get { return this.rootNode; }
}
internal DoubleLinkAxis TopNode {
get { return this.topNode; }
}
internal bool IsAttribute {
get { return this.isAttribute; }
}
// has ".//" in front of it?
internal bool IsDss {
get { return this.isDss; }
}
internal bool IsSelfAxis {
get { return this.isSelfAxis; }
}
public ForwardAxis (DoubleLinkAxis axis, bool isdesorself) {
this.isDss = isdesorself;
this.isAttribute = Asttree.IsAttribute (axis);
this.topNode = axis;
this.rootNode = axis;
while ( this.rootNode.Input != null ) {
this.rootNode = (DoubleLinkAxis)(this.rootNode.Input);
}
// better to calculate it out, since it's used so often, and if the top is self then the whole tree is self
this.isSelfAxis = Asttree.IsSelf (this.topNode);
}
}
// static, including an array of ForwardAxis (this is the whole picture)
internal class Asttree {
// set private then give out only get access, to keep it intact all along
private ArrayList fAxisArray;
private string xpathexpr;
private bool isField; // field or selector
private XmlNamespaceManager nsmgr;
internal ArrayList SubtreeArray {
get { return fAxisArray; }
}
// when making a new instance for Asttree, we do the compiling, and create the static tree instance
public Asttree (string xPath, bool isField, XmlNamespaceManager nsmgr) {
this.xpathexpr = xPath;
this.isField = isField;
this.nsmgr = nsmgr;
// checking grammar... and build fAxisArray
this.CompileXPath (xPath, isField, nsmgr); // might throw exception in the middle
}
// only for debug
#if DEBUG
public void PrintTree (StreamWriter msw) {
for (int i = 0; i < fAxisArray.Count; ++i) {
ForwardAxis axis = (ForwardAxis)fAxisArray[i];
msw.WriteLine("<Tree IsDss=\"{0}\" IsAttribute=\"{1}\">", axis.IsDss, axis.IsAttribute);
DoubleLinkAxis printaxis = axis.TopNode;
while ( printaxis != null ) {
msw.WriteLine (" <node>");
msw.WriteLine (" <URN> {0} </URN>", printaxis.Urn);
msw.WriteLine (" <Prefix> {0} </Prefix>", printaxis.Prefix);
msw.WriteLine (" <Name> {0} </Name>", printaxis.Name);
msw.WriteLine (" <NodeType> {0} </NodeType>", printaxis.NodeType);
msw.WriteLine (" <AxisType> {0} </AxisType>", printaxis.TypeOfAxis);
msw.WriteLine (" </node>");
printaxis = (DoubleLinkAxis) (printaxis.Input);
}
msw.WriteLine ("</Tree>");
}
}
#endif
// this part is for parsing restricted xpath from grammar
private static bool IsNameTest(Axis ast) {
// Type = Element, abbrAxis = false
// all are the same, has child:: or not
return ((ast.TypeOfAxis == Axis.AxisType.Child) && (ast.NodeType == XPathNodeType.Element));
}
internal static bool IsAttribute(Axis ast) {
return ((ast.TypeOfAxis == Axis.AxisType.Attribute) && (ast.NodeType == XPathNodeType.Attribute));
}
private static bool IsDescendantOrSelf(Axis ast) {
return ((ast.TypeOfAxis == Axis.AxisType.DescendantOrSelf) && (ast.NodeType == XPathNodeType.All) && (ast.AbbrAxis));
}
internal static bool IsSelf(Axis ast) {
return ((ast.TypeOfAxis == Axis.AxisType.Self) && (ast.NodeType == XPathNodeType.All) && (ast.AbbrAxis));
}
// don't return true or false, if it's invalid path, just throw exception during the process
// for whitespace thing, i will directly trim the tree built here...
public void CompileXPath (string xPath, bool isField, XmlNamespaceManager nsmgr) {
if ((xPath == null) || (xPath.Length == 0)) {
throw new XmlSchemaException(Res.Sch_EmptyXPath, string.Empty);
}
// firstly i still need to have an ArrayList to store tree only...
// can't new ForwardAxis right away
string[] xpath = xPath.Split('|');
ArrayList AstArray = new ArrayList(xpath.Length);
this.fAxisArray = new ArrayList(xpath.Length);
// throw compile exceptions
// can i only new one builder here then run compile several times??
try {
for (int i = 0; i < xpath.Length; ++i) {
// default ! isdesorself (no .//)
Axis ast = (Axis) (XPathParser.ParseXPathExpresion(xpath[i]));
AstArray.Add (ast);
}
}
catch {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
Axis stepAst;
for (int i = 0; i < AstArray.Count; ++i) {
Axis ast = (Axis) AstArray[i];
// Restricted form
// field can have an attribute:
// throw exceptions during casting
if ((stepAst = ast) == null) {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
Axis top = stepAst;
// attribute will have namespace too
// field can have top attribute
if (IsAttribute (stepAst)) {
if (! isField) {
throw new XmlSchemaException(Res.Sch_SelectorAttr, xPath);
}
else {
SetURN (stepAst, nsmgr);
try {
stepAst = (Axis) (stepAst.Input);
}
catch {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
}
}
// field or selector
while ((stepAst != null) && (IsNameTest (stepAst) || IsSelf (stepAst))) {
// trim tree "." node, if it's not the top one
if (IsSelf (stepAst) && (ast != stepAst)) {
top.Input = stepAst.Input;
}
else {
top = stepAst;
// set the URN
if (IsNameTest(stepAst)) {
SetURN (stepAst, nsmgr);
}
}
try {
stepAst = (Axis) (stepAst.Input);
}
catch {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
}
// the rest part can only be .// or null
// trim the rest part, but need compile the rest part first
top.Input = null;
if (stepAst == null) { // top "." and has other element beneath, trim this "." node too
if (IsSelf(ast) && (ast.Input != null)) {
this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree ((Axis) (ast.Input)), false));
}
else {
this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree (ast), false));
}
continue;
}
if (! IsDescendantOrSelf (stepAst)) {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
try {
stepAst = (Axis) (stepAst.Input);
}
catch {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
if ((stepAst == null) || (! IsSelf (stepAst)) || (stepAst.Input != null)) {
throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
}
// trim top "." if it's not the only node
if (IsSelf(ast) && (ast.Input != null)) {
this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree ((Axis) (ast.Input)), true));
}
else {
this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree (ast), true));
}
}
}
// depending on axis.Name & axis.Prefix, i will set the axis.URN;
// also, record urn from prefix during this
// 4 different types of element or attribute (with @ before it) combinations:
// (1) a:b (2) b (3) * (4) a:*
// i will check xpath to be strictly conformed from these forms
// for (1) & (4) i will have URN set properly
// for (2) the URN is null
// for (3) the URN is empty
private void SetURN (Axis axis, XmlNamespaceManager nsmgr) {
if (axis.Prefix.Length != 0) { // (1) (4)
axis.Urn = nsmgr.LookupNamespace(axis.Prefix);
if (axis.Urn == null) {
throw new XmlSchemaException(Res.Sch_UnresolvedPrefix, axis.Prefix);
}
} else if (axis.Name.Length != 0) { // (2)
axis.Urn = null;
} else { // (3)
axis.Urn = "";
}
}
}// Asttree
}
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