// Copyright Contributors to the Open Shading Language project.
// SPDX-License-Identifier: BSD-3-Clause
// https://github.com/AcademySoftwareFoundation/OpenShadingLanguage

#pragma once

#include <list>
#include <map>
#include <set>
#include <unordered_map>
#include <unordered_set>
#include <vector>

#include <OSL/oslconfig.h>


OSL_NAMESPACE_BEGIN


// General container for all symbol sets

// General container for integer sets
typedef std::set<int>
    IntSet;  // probably faster to test for equality, unions and so

typedef std::unordered_set<ustring> SymbolSet;
// This is for the transition table used in DfAutomata::State
typedef std::unordered_map<ustring, int> SymbolToInt;
// And this is for the transition table in NdfAutomata which
// has several movements for each symbol
typedef std::unordered_map<ustring, IntSet> SymbolToIntList;
typedef std::unordered_map<int, int> HashIntInt;

// For the rules in the deterministic states, we don't need a real set
// cause when converting from the NDF automata we will never find the same
// rule twice
typedef std::vector<void*> RuleSet;

// The lambda symbol (empty word)
extern ustring lambda;


/// This struct represent a wildcard (for wildcard transitions)
/// but it is NOT the transition itself. Light path expressions also
/// use this class to create the transitions. A wildcard matches
/// any symbol which is not listed in its black list (m_minus).
struct Wildcard {
    Wildcard() {};
    Wildcard(SymbolSet& minus) : m_minus(minus) {};

    bool matches(ustring symbol) const
    {
        // true if the given symbol is not in m_minus
        return (m_minus.find(symbol) == m_minus.end());
    };

    // Black list of unincluded symbols
    SymbolSet m_minus;
};

/// Non Deterministic Finite Automata
//
/// This class represents and automata with multiple transitions per
/// symbol and allowed lambda transitions too. Light path expressions
/// build this automata easily. It is later converted to a DF automata.
class NdfAutomata {
public:
    // Basic state for NDF automata
    class State {
        friend class NdfAutomata;

    public:
        State(int id)
        {
            m_id             = id;
            m_wildcard_trans = -1;
            m_wildcard       = NULL;
            m_rule           = NULL;
        };
        ~State() { delete m_wildcard; };

        /// Get the set of state id's reachable by the given symbol
        ///
        /// It doesn't clean the given result set, so you can use this
        /// function to accumulate states.
        void getTransitions(ustring symbol, IntSet& out_states) const;

        /// Get all the lambda transitions
        ///
        /// Returns the state collection as a pair of iterators [begin, end)
        std::pair<IntSet::const_iterator, IntSet::const_iterator>
        getLambdaTransitions() const;

        /// Add a standard transition (also valid for lambda)
        void addTransition(ustring symbol, State* state);
        /// Add a wildcard transition
        ///
        /// Note that the state is going to take ownership of the wildcard
        /// pointer. So it should be newly allocated on heap and you don't
        /// have to delete ir
        void addWildcardTransition(Wildcard* wildcard, State* state);

        /// For final states, this sets the associated rule. Which
        /// can be any kind of pointer
        void setRule(void* rule) { m_rule = rule; };

        void* getRule() const { return m_rule; };
        int getId() const { return m_id; };

        /// For debugging purposes
        std::string tostr() const;

    protected:
        // State id (i.e index in the states vector)
        int m_id;
        // Transitions by single symbols
        SymbolToIntList m_symbol_trans;
        // In case m_wildcard is not NULL this holds the destination
        // of the wildcard transition
        int m_wildcard_trans;
        // Wildcard (NULL if no wildcard transition present)
        Wildcard* m_wildcard;
        // Associated rule for final states, NULL if not final
        void* m_rule;
    };



    NdfAutomata() { newState(); };
    ~NdfAutomata();

    const State* getInitial() const { return m_states[0]; };
    State* getInitial() { return m_states[0]; };

    /// Creates a new state with a valid id
    State* newState();

    const State* getState(int i) const { return m_states[i]; };
    size_t size() const { return m_states.size(); };

    /// return all the symbols that lead to other states starting
    /// in any of the states in the given set. Also if there are
    /// wildcard transitions, give back a new wildcard that guarantees
    /// that its matches match all the wildcards in the set.
    /// So the symbols returned in out_symbols do NOT overlap those that
    /// match the returned wildcard (if present). And the union of out_symbols
    /// and those matched by the wildcard, are all the valid transitions from
    /// the given state set
    void symbolsFrom(const IntSet& states, SymbolSet& out_symbols,
                     Wildcard*& wildcard) const;

    /// Get the set of states that are reachable from the given state set using the given symbol
    void transitionsFrom(const IntSet& states, ustring symbol,
                         IntSet& out_states) const;
    /// Get the set of states that are reachable from the given state set by wildcard
    void wildcardTransitionsFrom(const IntSet& states,
                                 IntSet& out_states) const;

    /// Perform a lambda closure of a state set
    ///
    /// In other words, complete the given set so it includes all the additional
    /// states that are reachable by the lambda symbol
    void lambdaClosure(IntSet& states) const;

    /// for debugging purposes
    std::string tostr() const;

protected:
    /// Vector of states
    std::vector<State*> m_states;
};



// We need to make a set of sets of integers (states). For doing that
// we need a unique key for a single set, which is going to be the list
// of state ids sorted by value. And this is the type that is going to hold
// that. Legal to use in a std::set
typedef std::vector<int> StateSetKey;

// Compute the unique key for the given set of states
void
keyFromStateSet(const IntSet& states, StateSetKey& out_key);



/// Deterministic Finite Automata
///
/// This is a ready to use for parsing finite state automata where every
/// symbol takes you to a single next state at most. It allows for linear
/// time parsing of light path expressions
class DfAutomata {
    friend class DfOptimizedAutomata;

public:
    /// Simple state for a deterministic automata
    class State {
        friend class DfAutomata;
        friend class DfOptimizedAutomata;

    public:
        State(int id)
        {
            m_id             = id;
            m_wildcard_trans = -1;
        }

        /// Get the transition for a symbol
        //
        /// Returns -1 if no transitions with that symbol. That means the
        /// symbol is not recognized at this point of the automata
        int getTransition(ustring symbol) const;

        // Same semantics as in NdfAutomata::State
        void addTransition(ustring symbol, State* state);
        // WARNING: this has an optimized representation and has to be called
        // always AFTER all the normal transitions have been added
        void addWildcardTransition(Wildcard* wildcard, State* state);

        /// Optimize transitions
        ///
        /// Sometimes the existing wildcard can be extended to wrap some of
        /// the single symbol transitions. This function performs that optimization
        void removeUselessTransitions();

        void addRule(void* rule) { m_rules.push_back(rule); };
        const RuleSet& getRules() const { return m_rules; };
        int getId() const { return m_id; };
        std::string tostr() const;

    protected:
        int m_id;
        // Only one transition per symbol here
        SymbolToInt m_symbol_trans;
        int m_wildcard_trans;
        // A final state here might contain several final states
        // from the original NDF automata. Therefore, we need a list
        // of rules here
        RuleSet m_rules;
    };


    DfAutomata() {};
    ~DfAutomata();

    State* newState();
    const State* getState(int i) const { return m_states[i]; };
    size_t size() const { return m_states.size(); };
    // In case somebody wants to reuse the same object and recreate
    // an automata, we provide this method
    void clear();

    /// Colapse all the equivalent states into single ones
    void removeEquivalentStates();
    /// Go through all the states and perform removeUselessTransitions
    /// method call on them
    void removeUselessTransitions();

    /// For debugging purposes
    std::string tostr() const;

protected:
    /// Return true if two states are equivalent
    ///
    /// Two states are equivalent if their transition tables lead
    /// to the same states for the same symbols
    bool equivalent(const State* dfstateA, const State* dfstateB);

    // State vector with the automata
    std::vector<State*> m_states;
};



/// Helper class for the ndfautoToDfauto algorithm. It keeps a record
/// of state sets that have already been found to be new states of the
/// deterministic automata
class StateSetRecord {
public:
    StateSetRecord(const NdfAutomata& ndfautomata, DfAutomata& dfautomata)
        : m_ndfautomata(ndfautomata), m_dfautomata(dfautomata) {};

    // A new found state is defined by the deterministic state created
    // for it and the state(int) set in the original automata
    typedef std::pair<DfAutomata::State*, IntSet> Discovery;
    // The type that will index our new created states indexed by the set key
    typedef std::map<StateSetKey, DfAutomata::State*> StateSetMap;

    /// Take a state set and build a new df state (or return existing one)
    /// Also, if it was newly created, append it to the discovered list so we
    /// can iterate over it later
    DfAutomata::State* ensureState(const IntSet& newstates,
                                   std::list<Discovery>& discovered);

private:
    /// Gather all the rules from the original automata in the given sets (if any)
    /// and put them in the dfstate rule set
    void getRulesFromSet(DfAutomata::State* dfstate,
                         const NdfAutomata& ndfautomata,
                         const IntSet& ndfstates);

    const NdfAutomata& m_ndfautomata;
    DfAutomata& m_dfautomata;
    StateSetMap m_key_to_dfstate;
};



/// NDF to DF automata conversion
///
/// This function is the most important pice of the whole process. It takes
/// a non-deterministic finite automata and computes an equivalent deterministic
/// one. It is equivalente in the sense that they  both recognize the same language
void
ndfautoToDfauto(const NdfAutomata& ndfautomata, DfAutomata& dfautomata);

OSL_NAMESPACE_END
