Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
730 lines
13 KiB
C#
730 lines
13 KiB
C#
using System;
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using System.IO;
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using System.Text;
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namespace LitJson;
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internal class Lexer
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{
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private delegate bool StateHandler(FsmContext ctx);
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private static int[] fsm_return_table;
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private static StateHandler[] fsm_handler_table;
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private bool allow_comments;
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private bool allow_single_quoted_strings;
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private bool end_of_input;
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private FsmContext fsm_context;
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private int input_buffer;
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private int input_char;
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private TextReader reader;
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private int state;
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private StringBuilder string_buffer;
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private string string_value;
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private int token;
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private int unichar;
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public bool EndOfInput => end_of_input;
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public int Token => token;
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public string StringValue => string_value;
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static Lexer()
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{
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PopulateFsmTables();
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}
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public Lexer(TextReader reader)
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{
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allow_comments = true;
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allow_single_quoted_strings = true;
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input_buffer = 0;
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string_buffer = new StringBuilder(128);
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state = 1;
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end_of_input = false;
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this.reader = reader;
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fsm_context = new FsmContext();
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fsm_context.L = this;
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}
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private static int HexValue(int digit)
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{
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switch (digit)
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{
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case 65:
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case 97:
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return 10;
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case 66:
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case 98:
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return 11;
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case 67:
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case 99:
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return 12;
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case 68:
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case 100:
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return 13;
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case 69:
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case 101:
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return 14;
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case 70:
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case 102:
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return 15;
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default:
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return digit - 48;
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}
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}
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private static void PopulateFsmTables()
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{
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fsm_handler_table = new StateHandler[28]
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{
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State1, State2, State3, State4, State5, State6, State7, State8, State9, State10,
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State11, State12, State13, State14, State15, State16, State17, State18, State19, State20,
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State21, State22, State23, State24, State25, State26, State27, State28
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};
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fsm_return_table = new int[28]
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{
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65542, 0, 65537, 65537, 0, 65537, 0, 65537, 0, 0,
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65538, 0, 0, 0, 65539, 0, 0, 65540, 65541, 65542,
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0, 0, 65541, 65542, 0, 0, 0, 0
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};
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}
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private static char ProcessEscChar(int esc_char)
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{
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switch (esc_char)
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{
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case 34:
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case 39:
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case 47:
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case 92:
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return Convert.ToChar(esc_char);
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case 110:
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return '\n';
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case 116:
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return '\t';
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case 114:
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return '\r';
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case 98:
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return '\b';
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case 102:
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return '\f';
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default:
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return '?';
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}
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}
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private static bool State1(FsmContext ctx)
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{
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while (ctx.L.GetChar())
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{
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if (ctx.L.input_char == 32 || (ctx.L.input_char >= 9 && ctx.L.input_char <= 13))
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{
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continue;
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}
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if (ctx.L.input_char >= 49 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 3;
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return true;
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}
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switch (ctx.L.input_char)
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{
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case 34:
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ctx.NextState = 19;
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ctx.Return = true;
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return true;
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case 44:
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case 58:
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case 91:
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case 93:
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case 123:
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case 125:
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ctx.NextState = 1;
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ctx.Return = true;
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return true;
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case 45:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 2;
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return true;
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case 48:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 4;
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return true;
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case 102:
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ctx.NextState = 12;
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return true;
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case 110:
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ctx.NextState = 16;
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return true;
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case 116:
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ctx.NextState = 9;
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return true;
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case 39:
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if (!ctx.L.allow_single_quoted_strings)
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{
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return false;
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}
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ctx.L.input_char = 34;
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ctx.NextState = 23;
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ctx.Return = true;
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return true;
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case 47:
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if (!ctx.L.allow_comments)
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{
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return false;
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}
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ctx.NextState = 25;
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return true;
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default:
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return false;
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}
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}
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return true;
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}
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private static bool State2(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char >= 49 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 3;
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return true;
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}
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if (ctx.L.input_char == 48)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 4;
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return true;
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}
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return false;
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}
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private static bool State3(FsmContext ctx)
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{
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while (ctx.L.GetChar())
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{
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if (ctx.L.input_char >= 48 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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continue;
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}
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if (ctx.L.input_char == 32 || (ctx.L.input_char >= 9 && ctx.L.input_char <= 13))
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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switch (ctx.L.input_char)
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{
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case 44:
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case 93:
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case 125:
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ctx.L.UngetChar();
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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case 46:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 5;
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return true;
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case 69:
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case 101:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 7;
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return true;
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default:
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return false;
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}
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}
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return true;
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}
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private static bool State4(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 32 || (ctx.L.input_char >= 9 && ctx.L.input_char <= 13))
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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switch (ctx.L.input_char)
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{
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case 44:
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case 93:
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case 125:
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ctx.L.UngetChar();
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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case 46:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 5;
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return true;
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case 69:
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case 101:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 7;
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return true;
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default:
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return false;
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}
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}
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private static bool State5(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char >= 48 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 6;
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return true;
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}
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return false;
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}
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private static bool State6(FsmContext ctx)
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{
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while (ctx.L.GetChar())
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{
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if (ctx.L.input_char >= 48 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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continue;
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}
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if (ctx.L.input_char == 32 || (ctx.L.input_char >= 9 && ctx.L.input_char <= 13))
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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switch (ctx.L.input_char)
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{
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case 44:
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case 93:
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case 125:
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ctx.L.UngetChar();
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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case 69:
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case 101:
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 7;
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return true;
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default:
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return false;
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}
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}
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return true;
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}
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private static bool State7(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char >= 48 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 8;
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return true;
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}
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int num = ctx.L.input_char;
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if (num == 43 || num == 45)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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ctx.NextState = 8;
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return true;
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}
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return false;
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}
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private static bool State8(FsmContext ctx)
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{
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while (ctx.L.GetChar())
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{
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if (ctx.L.input_char >= 48 && ctx.L.input_char <= 57)
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{
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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continue;
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}
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if (ctx.L.input_char == 32 || (ctx.L.input_char >= 9 && ctx.L.input_char <= 13))
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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int num = ctx.L.input_char;
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if (num == 44 || num == 93 || num == 125)
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{
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ctx.L.UngetChar();
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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return false;
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}
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return true;
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}
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private static bool State9(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 114)
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{
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ctx.NextState = 10;
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return true;
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}
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return false;
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}
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private static bool State10(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 117)
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{
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ctx.NextState = 11;
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return true;
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}
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return false;
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}
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private static bool State11(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 101)
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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return false;
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}
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private static bool State12(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 97)
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{
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ctx.NextState = 13;
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return true;
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}
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return false;
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}
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private static bool State13(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 108)
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{
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ctx.NextState = 14;
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return true;
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}
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return false;
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}
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private static bool State14(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 115)
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{
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ctx.NextState = 15;
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return true;
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}
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return false;
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}
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private static bool State15(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 101)
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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return false;
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}
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private static bool State16(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 117)
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{
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ctx.NextState = 17;
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return true;
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}
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return false;
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}
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private static bool State17(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 108)
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{
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ctx.NextState = 18;
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return true;
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}
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return false;
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}
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private static bool State18(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 108)
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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return false;
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}
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private static bool State19(FsmContext ctx)
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{
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while (ctx.L.GetChar())
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{
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switch (ctx.L.input_char)
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{
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case 34:
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ctx.L.UngetChar();
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ctx.Return = true;
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ctx.NextState = 20;
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return true;
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case 92:
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ctx.StateStack = 19;
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ctx.NextState = 21;
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return true;
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}
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ctx.L.string_buffer.Append((char)ctx.L.input_char);
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}
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return true;
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}
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private static bool State20(FsmContext ctx)
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{
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ctx.L.GetChar();
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if (ctx.L.input_char == 34)
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{
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ctx.Return = true;
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ctx.NextState = 1;
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return true;
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}
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return false;
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}
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private static bool State21(FsmContext ctx)
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{
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ctx.L.GetChar();
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switch (ctx.L.input_char)
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{
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case 117:
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ctx.NextState = 22;
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return true;
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case 34:
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case 39:
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case 47:
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case 92:
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case 98:
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case 102:
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case 110:
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case 114:
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case 116:
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ctx.L.string_buffer.Append(ProcessEscChar(ctx.L.input_char));
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ctx.NextState = ctx.StateStack;
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return true;
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default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private static bool State22(FsmContext ctx)
|
|
{
|
|
int num = 0;
|
|
int num2 = 4096;
|
|
ctx.L.unichar = 0;
|
|
while (ctx.L.GetChar())
|
|
{
|
|
if ((ctx.L.input_char >= 48 && ctx.L.input_char <= 57) || (ctx.L.input_char >= 65 && ctx.L.input_char <= 70) || (ctx.L.input_char >= 97 && ctx.L.input_char <= 102))
|
|
{
|
|
ctx.L.unichar += HexValue(ctx.L.input_char) * num2;
|
|
num++;
|
|
num2 /= 16;
|
|
if (num == 4)
|
|
{
|
|
ctx.L.string_buffer.Append(Convert.ToChar(ctx.L.unichar));
|
|
ctx.NextState = ctx.StateStack;
|
|
return true;
|
|
}
|
|
continue;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private static bool State23(FsmContext ctx)
|
|
{
|
|
while (ctx.L.GetChar())
|
|
{
|
|
switch (ctx.L.input_char)
|
|
{
|
|
case 39:
|
|
ctx.L.UngetChar();
|
|
ctx.Return = true;
|
|
ctx.NextState = 24;
|
|
return true;
|
|
case 92:
|
|
ctx.StateStack = 23;
|
|
ctx.NextState = 21;
|
|
return true;
|
|
}
|
|
ctx.L.string_buffer.Append((char)ctx.L.input_char);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private static bool State24(FsmContext ctx)
|
|
{
|
|
ctx.L.GetChar();
|
|
if (ctx.L.input_char == 39)
|
|
{
|
|
ctx.L.input_char = 34;
|
|
ctx.Return = true;
|
|
ctx.NextState = 1;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private static bool State25(FsmContext ctx)
|
|
{
|
|
ctx.L.GetChar();
|
|
switch (ctx.L.input_char)
|
|
{
|
|
case 42:
|
|
ctx.NextState = 27;
|
|
return true;
|
|
case 47:
|
|
ctx.NextState = 26;
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private static bool State26(FsmContext ctx)
|
|
{
|
|
while (ctx.L.GetChar())
|
|
{
|
|
if (ctx.L.input_char == 10)
|
|
{
|
|
ctx.NextState = 1;
|
|
return true;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private static bool State27(FsmContext ctx)
|
|
{
|
|
while (ctx.L.GetChar())
|
|
{
|
|
if (ctx.L.input_char == 42)
|
|
{
|
|
ctx.NextState = 28;
|
|
return true;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private static bool State28(FsmContext ctx)
|
|
{
|
|
while (ctx.L.GetChar())
|
|
{
|
|
if (ctx.L.input_char != 42)
|
|
{
|
|
if (ctx.L.input_char == 47)
|
|
{
|
|
ctx.NextState = 1;
|
|
return true;
|
|
}
|
|
ctx.NextState = 27;
|
|
return true;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private bool GetChar()
|
|
{
|
|
if ((input_char = NextChar()) != -1)
|
|
{
|
|
return true;
|
|
}
|
|
end_of_input = true;
|
|
return false;
|
|
}
|
|
|
|
private int NextChar()
|
|
{
|
|
if (input_buffer != 0)
|
|
{
|
|
int result = input_buffer;
|
|
input_buffer = 0;
|
|
return result;
|
|
}
|
|
return reader.Read();
|
|
}
|
|
|
|
public bool NextToken()
|
|
{
|
|
fsm_context.Return = false;
|
|
while (true)
|
|
{
|
|
if (!fsm_handler_table[state - 1](fsm_context))
|
|
{
|
|
throw new JsonException(input_char);
|
|
}
|
|
if (end_of_input)
|
|
{
|
|
return false;
|
|
}
|
|
if (fsm_context.Return)
|
|
{
|
|
break;
|
|
}
|
|
state = fsm_context.NextState;
|
|
}
|
|
string_value = string_buffer.ToString();
|
|
string_buffer.Remove(0, string_buffer.Length);
|
|
token = fsm_return_table[state - 1];
|
|
if (token == 65542)
|
|
{
|
|
token = input_char;
|
|
}
|
|
state = fsm_context.NextState;
|
|
return true;
|
|
}
|
|
|
|
private void UngetChar()
|
|
{
|
|
input_buffer = input_char;
|
|
}
|
|
}
|