UnrealScript library and basis for all Acedia Framework mods
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/**
* Class for decoding UTF8 byte stream into Acedia's `MutableText` value.
* It is made to work with incoming, and possibly incomplete, streams of
* bytes: instead of consuming the whole utf8 text, it is made to consume it
* byte-by-byte and store `MutableText`s that it parsed from the stream
* (assumes that separate `MutableText`s are separated by `0` byte).
* This implementation should correctly convert any valid UTF8, but it is
* not guaranteed to reject any invalid UTF8. In particular, it accepts
* overlong code point encodings (except overlong encoding of zero).
* It, however, does check whether every byte has a correct bit prefix and
* does not attempt to repair input data if it finds invalid one.
* See [wiki page](https://en.wikipedia.org/wiki/UTF-8) for details.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class Utf8Decoder extends AcediaObject;
/**
* `Utf8Decoder` consumes byte by byte with `PushByte()` method and it's
* algorithm is simple:
* 1. If it encounters a byte that encodes a singular code point by
* itself (starts with `0` bit) - it is added as a codepoint;
* 2. If it encounters byte which indicates that next code point is
* composed out of several bytes (starts with 110, 1110 or 11110) -
* remembers that it has to read several "inner" bytes belonging to
* the same code point and starts to expect them instead;
* 3. If it ever encounters a byte with unexpected (and thus invalid)
* bit prefix - enters a failed state;
* 4. If it ever encounters a `0` byte:
* * If it was not in a failed state - records `MutableText`
* accumulated so far;
* * Clears failed state.
*/
var private bool failedState;
// Variables for building a multi-byte code point
var private int nextCodePoint;
var private int innerBytesLeft;
// `MutableText` we are building right now
var private MutableText nextText;
// `MutableText`s we have already built
var private array<MutableText> outputQueue;
// These masks (`maskDropN`) allow to turn into zero first `N` bits in
// the byte with `&` operator.
var private byte maskDrop1, maskDrop2, maskDrop3, maskDrop4, maskDrop5;
// These masks (`maskTakeN`) allow to turn into zero all but first `N` bits
// in the byte with `&` operator.
// `maskTakeN == ~maskDropN`.
var private byte maskTake1, maskTake2, maskTake3, maskTake4, maskTake5;
protected function Constructor()
{
nextText = _.text.Empty();
}
protected function Finalizer()
{
_.memory.Free(nextText);
_.memory.FreeMany(outputQueue);
nextText = none;
failedState = false;
outputQueue.length = 0;
innerBytesLeft = 0;
nextCodePoint = 0;
}
/**
* Checks whether data in the `MutableText` that caller `Utf8Decoder` is
* currently filling was detected to be invalid.
*
* This state can be reset by pushing `0` byte into caller `Utf8Decoder`.
* See `PushByte()` for more info.
*
* @return `true` iff caller `Utf8Decoder` is not in a failed state.
*/
public final function bool Failed()
{
return failedState;
}
/**
* Checks whether caller `Utf8Decoder` has any data put in
* the `MutableText` it is currently building.
* Result is guaranteed to be `false` after `self.PushByte(0)` call, since
* it starts a brand new `MutableText`.
*/
public final function bool HasUnfinishedData()
{
if (innerBytesLeft > 0) return true;
if (nextText.GetLength() > 0) return true;
return false;
}
/**
* Returns next `MutableText` that was successfully decoded by
* the caller `Utf8Decoder`, removing it from the output queue.
*
* @return Next `MutableText` in the caller `Utf8Decoder`'s output queue.
* `none` iff output queue is empty. `MutableText`s are returned in order
* they were decoded.
*/
public final function MutableText PopText()
{
local MutableText result;
if (outputQueue.length <= 0) {
return none;
}
result = outputQueue[0];
outputQueue.Remove(0, 1);
return result;
}
/**
* Adds next `byte` from the byte stream that is supposed to encode UTF8 text.
* To finish building `MutableText` pass `0` byte into this method, which will
* `MutableText` built so far into an "output queue" (accessible with
* `PopText()`) and start building a new one.
*
* This method expects `byte`s, in order, from a sequence that has correct
* UTF8 encoding. If method detects incorrect UTF8 sequence - it will be put
* into a "failed state", discarding `MutableText` it was currently building,
* along with any further input (except `0` byte).
* Pushing `0` byte will restore `Utf8Decoder` from a failed state and it
* will start building a new `MutableText`.
*
* @param nextByte next byte from byte stream that is supposed to encode
* UTF8 text. `0` will make caller `Utf8Decoder` start building new
* `MutableText`.
* @return `true` iff caller `Utf8Decoder` was not in a failed state and
* operation was successful.
*/
public final function bool PushByte(byte nextByte)
{
if (nextByte == 0) return QueueCurrentText();
if (failedState) return false;
if (innerBytesLeft > 0) return PushInnerByte(nextByte);
// Form of 0xxxxxxx means 1 byte per code point
if ((nextByte & maskTake1) == 0)
{
AppendCodePoint(nextByte);
return true;
}
// Form of 110xxxxx means 2 bytes per code point
if ((nextByte & maskTake3) == maskTake2) // maskTake2 == 1 1 0 0 0 0 0 0
{
nextCodePoint = nextByte & maskDrop3;
innerBytesLeft = 1;
return true;
}
// Form of 1110xxxx means 3 bytes per code point
if ((nextByte & maskTake4) == maskTake3) // maskTake3 == 1 1 1 0 0 0 0 0
{
nextCodePoint = nextByte & maskDrop4;
innerBytesLeft = 2;
return true;
}
// Form of 11110xxx means 4 bytes per code point
if ((nextByte & maskTake5) == maskTake4) // maskTake4 == 1 1 1 1 0 0 0 0
{
nextCodePoint = nextByte & maskDrop5;
innerBytesLeft = 3;
return true;
}
// `nextByte` must have has one of the above forms
// (or 10xxxxxx that is handled in `PushInnerByte()`)
failedState = true;
return false;
}
// This method is responsible for pushing "inner" bytes: bytes that come
// after the first one when code point is encoded with multiple bytes.
// All of them are expected to have 10xxxxxx prefix.
// Assumes `innerBytesLeft > 0` and `failedState == false`
// to avoid needless checks.
private final function bool PushInnerByte(byte nextByte)
{
// Fail if `nextByte` does not have an expected form: 10xxxxxx
if ((nextByte & maskTake2) != maskTake1)
{
failedState = true;
return false;
}
// Since inner bytes have the form of 10xxxxxx, they all carry only 6 bits
// that actually encode code point, so to make space for those bits we must
// shift previously added code points by `6`
nextCodePoint = (nextCodePoint << 6) + (nextByte & maskDrop2);
innerBytesLeft -= 1;
if (innerBytesLeft <= 0)
{
// We forbid overlong encoding of `0`
// (as does the Unicode standard)
if (nextCodePoint == 0)
{
failedState = true;
return false;
}
AppendCodePoint(nextCodePoint);
}
return true;
}
private final function AppendCodePoint(int codePoint)
{
local Text.Character nextCharacter;
nextCharacter.codePoint = codePoint;
nextText.AppendCharacter(nextCharacter);
}
// Return `true` if `MutableText` was added to the queue
// (there were no encoding errors)
private final function bool QueueCurrentText()
{
local bool result;
// If we still do not have all bytes for the character we were building -
// then passed UTF8 was invalid
failedState = failedState || innerBytesLeft > 0;
result = !failedState;
if (failedState) {
_.memory.Free(nextText);
}
else {
outputQueue[outputQueue.length] = nextText;
}
failedState = false;
innerBytesLeft = 0;
nextText = _.text.Empty();
return result;
}
defaultproperties
{
maskDrop1 = 127 // 0 1 1 1 1 1 1 1
maskDrop2 = 63 // 0 0 1 1 1 1 1 1
maskDrop3 = 31 // 0 0 0 1 1 1 1 1
maskDrop4 = 15 // 0 0 0 0 1 1 1 1
maskDrop5 = 7 // 0 0 0 0 0 1 1 1
maskTake1 = 128 // 1 0 0 0 0 0 0 0
maskTake2 = 192 // 1 1 0 0 0 0 0 0
maskTake3 = 224 // 1 1 1 0 0 0 0 0
maskTake4 = 240 // 1 1 1 1 0 0 0 0
maskTake5 = 248 // 1 1 1 1 1 0 0 0
}