913 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			913 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C#
		
	
	
#region Header
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/**
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 * Lexer.cs
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 *   JSON lexer implementation based on a finite state machine.
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 *
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 * The authors disclaim copyright to this source code. For more details, see
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 * the COPYING file included with this distribution.
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 **/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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namespace Guru.LitJson
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{
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    internal class FsmContext
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    {
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        public bool  Return;
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        public int   NextState;
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        public Lexer L;
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        public int   StateStack;
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    }
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    internal class Lexer
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    {
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        #region Fields
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        private delegate bool StateHandler (FsmContext ctx);
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        private static readonly int[]          fsm_return_table;
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        private static readonly 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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        #endregion
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        #region Properties
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        public bool AllowComments {
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            get { return allow_comments; }
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            set { allow_comments = value; }
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        }
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        public bool AllowSingleQuotedStrings {
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            get { return allow_single_quoted_strings; }
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            set { allow_single_quoted_strings = value; }
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        }
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        public bool EndOfInput {
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            get { return end_of_input; }
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        }
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        public int Token {
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            get { return token; }
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        }
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        public string StringValue {
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            get { return string_value; }
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        }
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        #endregion
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        #region Constructors
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        static Lexer ()
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        {
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            PopulateFsmTables (out fsm_handler_table, out fsm_return_table);
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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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        #endregion
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        #region Static Methods
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        private static int HexValue (int digit)
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        {
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            switch (digit) {
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            case 'a':
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            case 'A':
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                return 10;
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            case 'b':
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            case 'B':
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                return 11;
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            case 'c':
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            case 'C':
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                return 12;
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            case 'd':
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            case 'D':
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                return 13;
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            case 'e':
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            case 'E':
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                return 14;
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            case 'f':
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            case 'F':
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                return 15;
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            default:
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                return digit - '0';
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            }
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        }
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        private static void PopulateFsmTables (out StateHandler[] fsm_handler_table, out int[] fsm_return_table)
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        {
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            // See section A.1. of the manual for details of the finite
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            // state machine.
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            fsm_handler_table = new StateHandler[28] {
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                State1,
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                State2,
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                State3,
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                State4,
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                State5,
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                State6,
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                State7,
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                State8,
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                State9,
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                State10,
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                State11,
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                State12,
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                State13,
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                State14,
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                State15,
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                State16,
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                State17,
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                State18,
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                State19,
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                State20,
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                State21,
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                State22,
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                State23,
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                State24,
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                State25,
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                State26,
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                State27,
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                State28
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            };
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            fsm_return_table = new int[28] {
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                (int) ParserToken.Char,
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                0,
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                (int) ParserToken.Number,
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                (int) ParserToken.Number,
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                0,
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                (int) ParserToken.Number,
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                0,
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                (int) ParserToken.Number,
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                0,
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                0,
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                (int) ParserToken.True,
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                0,
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                0,
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                0,
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                (int) ParserToken.False,
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                0,
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                0,
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                (int) ParserToken.Null,
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                (int) ParserToken.CharSeq,
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                (int) ParserToken.Char,
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                0,
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                0,
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                (int) ParserToken.CharSeq,
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                (int) ParserToken.Char,
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                0,
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                0,
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                0,
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                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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            case '"':
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            case '\'':
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            case '\\':
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            case '/':
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                return Convert.ToChar (esc_char);
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            case 'n':
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                return '\n';
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            case 't':
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                return '\t';
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            case 'r':
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                return '\r';
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            case 'b':
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                return '\b';
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            case 'f':
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                return '\f';
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            default:
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                // Unreachable
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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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                if (ctx.L.input_char == ' ' ||
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                    ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r')
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                    continue;
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                if (ctx.L.input_char >= '1' && ctx.L.input_char <= '9') {
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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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                case '"':
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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 ',':
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                case ':':
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                case '[':
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                case ']':
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                case '{':
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                case '}':
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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 '-':
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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 '0':
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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 'f':
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                    ctx.NextState = 12;
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                    return true;
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                case 'n':
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                    ctx.NextState = 16;
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                    return true;
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                case 't':
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                    ctx.NextState = 9;
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                    return true;
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                case '\'':
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                    if (! ctx.L.allow_single_quoted_strings)
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                        return false;
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                    ctx.L.input_char = '"';
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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 '/':
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                    if (! ctx.L.allow_comments)
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                        return false;
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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 >= '1' && ctx.L.input_char<= '9') {
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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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            case '0':
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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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            default:
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                return false;
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            }
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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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                if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9') {
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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 == ' ' ||
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                    ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r') {
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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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                case ',':
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                case ']':
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                case '}':
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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 '.':
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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 'e':
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                case 'E':
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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 == ' ' ||
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                ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r') {
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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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            case ',':
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            case ']':
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            case '}':
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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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            case '.':
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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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 | 
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            case 'e':
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            case 'E':
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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 >= '0' && ctx.L.input_char <= '9') {
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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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 | 
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            return false;
 | 
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        }
 | 
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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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                if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9') {
 | 
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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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 | 
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                if (ctx.L.input_char == ' ' ||
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						|
                    ctx.L.input_char >= '\t' && ctx.L.input_char <= '\r') {
 | 
						|
                    ctx.Return = true;
 | 
						|
                    ctx.NextState = 1;
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
 | 
						|
                switch (ctx.L.input_char) {
 | 
						|
                case ',':
 | 
						|
                case ']':
 | 
						|
                case '}':
 | 
						|
                    ctx.L.UngetChar ();
 | 
						|
                    ctx.Return = true;
 | 
						|
                    ctx.NextState = 1;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                case 'e':
 | 
						|
                case 'E':
 | 
						|
                    ctx.L.string_buffer.Append ((char) ctx.L.input_char);
 | 
						|
                    ctx.NextState = 7;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                default:
 | 
						|
                    return false;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State7 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            if (ctx.L.input_char >= '0' && ctx.L.input_char<= '9') {
 | 
						|
                ctx.L.string_buffer.Append ((char) ctx.L.input_char);
 | 
						|
                ctx.NextState = 8;
 | 
						|
                return true;
 | 
						|
            }
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case '+':
 | 
						|
            case '-':
 | 
						|
                ctx.L.string_buffer.Append ((char) ctx.L.input_char);
 | 
						|
                ctx.NextState = 8;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State8 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            while (ctx.L.GetChar ()) {
 | 
						|
                if (ctx.L.input_char >= '0' && ctx.L.input_char<= '9') {
 | 
						|
                    ctx.L.string_buffer.Append ((char) ctx.L.input_char);
 | 
						|
                    continue;
 | 
						|
                }
 | 
						|
 | 
						|
                if (ctx.L.input_char == ' ' ||
 | 
						|
                    ctx.L.input_char >= '\t' && ctx.L.input_char<= '\r') {
 | 
						|
                    ctx.Return = true;
 | 
						|
                    ctx.NextState = 1;
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
 | 
						|
                switch (ctx.L.input_char) {
 | 
						|
                case ',':
 | 
						|
                case ']':
 | 
						|
                case '}':
 | 
						|
                    ctx.L.UngetChar ();
 | 
						|
                    ctx.Return = true;
 | 
						|
                    ctx.NextState = 1;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                default:
 | 
						|
                    return false;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State9 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'r':
 | 
						|
                ctx.NextState = 10;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State10 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'u':
 | 
						|
                ctx.NextState = 11;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State11 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'e':
 | 
						|
                ctx.Return = true;
 | 
						|
                ctx.NextState = 1;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State12 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'a':
 | 
						|
                ctx.NextState = 13;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State13 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'l':
 | 
						|
                ctx.NextState = 14;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State14 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 's':
 | 
						|
                ctx.NextState = 15;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State15 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'e':
 | 
						|
                ctx.Return = true;
 | 
						|
                ctx.NextState = 1;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State16 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'u':
 | 
						|
                ctx.NextState = 17;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State17 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'l':
 | 
						|
                ctx.NextState = 18;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State18 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'l':
 | 
						|
                ctx.Return = true;
 | 
						|
                ctx.NextState = 1;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State19 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            while (ctx.L.GetChar ()) {
 | 
						|
                switch (ctx.L.input_char) {
 | 
						|
                case '"':
 | 
						|
                    ctx.L.UngetChar ();
 | 
						|
                    ctx.Return = true;
 | 
						|
                    ctx.NextState = 20;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                case '\\':
 | 
						|
                    ctx.StateStack = 19;
 | 
						|
                    ctx.NextState = 21;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                default:
 | 
						|
                    ctx.L.string_buffer.Append ((char) ctx.L.input_char);
 | 
						|
                    continue;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State20 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case '"':
 | 
						|
                ctx.Return = true;
 | 
						|
                ctx.NextState = 1;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State21 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case 'u':
 | 
						|
                ctx.NextState = 22;
 | 
						|
                return true;
 | 
						|
 | 
						|
            case '"':
 | 
						|
            case '\'':
 | 
						|
            case '/':
 | 
						|
            case '\\':
 | 
						|
            case 'b':
 | 
						|
            case 'f':
 | 
						|
            case 'n':
 | 
						|
            case 'r':
 | 
						|
            case 't':
 | 
						|
                ctx.L.string_buffer.Append (
 | 
						|
                    ProcessEscChar (ctx.L.input_char));
 | 
						|
                ctx.NextState = ctx.StateStack;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State22 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            int counter = 0;
 | 
						|
            int mult    = 4096;
 | 
						|
 | 
						|
            ctx.L.unichar = 0;
 | 
						|
 | 
						|
            while (ctx.L.GetChar ()) {
 | 
						|
 | 
						|
                if (ctx.L.input_char >= '0' && ctx.L.input_char <= '9' ||
 | 
						|
                    ctx.L.input_char >= 'A' && ctx.L.input_char <= 'F' ||
 | 
						|
                    ctx.L.input_char >= 'a' && ctx.L.input_char <= 'f') {
 | 
						|
 | 
						|
                    ctx.L.unichar += HexValue (ctx.L.input_char) * mult;
 | 
						|
 | 
						|
                    counter++;
 | 
						|
                    mult /= 16;
 | 
						|
 | 
						|
                    if (counter == 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 '\'':
 | 
						|
                    ctx.L.UngetChar ();
 | 
						|
                    ctx.Return = true;
 | 
						|
                    ctx.NextState = 24;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                case '\\':
 | 
						|
                    ctx.StateStack = 23;
 | 
						|
                    ctx.NextState = 21;
 | 
						|
                    return true;
 | 
						|
 | 
						|
                default:
 | 
						|
                    ctx.L.string_buffer.Append ((char) ctx.L.input_char);
 | 
						|
                    continue;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State24 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case '\'':
 | 
						|
                ctx.L.input_char = '"';
 | 
						|
                ctx.Return = true;
 | 
						|
                ctx.NextState = 1;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State25 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            ctx.L.GetChar ();
 | 
						|
 | 
						|
            switch (ctx.L.input_char) {
 | 
						|
            case '*':
 | 
						|
                ctx.NextState = 27;
 | 
						|
                return true;
 | 
						|
 | 
						|
            case '/':
 | 
						|
                ctx.NextState = 26;
 | 
						|
                return true;
 | 
						|
 | 
						|
            default:
 | 
						|
                return false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State26 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            while (ctx.L.GetChar ()) {
 | 
						|
                if (ctx.L.input_char == '\n') {
 | 
						|
                    ctx.NextState = 1;
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State27 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            while (ctx.L.GetChar ()) {
 | 
						|
                if (ctx.L.input_char == '*') {
 | 
						|
                    ctx.NextState = 28;
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        private static bool State28 (FsmContext ctx)
 | 
						|
        {
 | 
						|
            while (ctx.L.GetChar ()) {
 | 
						|
                if (ctx.L.input_char == '*')
 | 
						|
                    continue;
 | 
						|
 | 
						|
                if (ctx.L.input_char == '/') {
 | 
						|
                    ctx.NextState = 1;
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
 | 
						|
                ctx.NextState = 27;
 | 
						|
                return true;
 | 
						|
            }
 | 
						|
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
        #endregion
 | 
						|
 | 
						|
 | 
						|
        private bool GetChar ()
 | 
						|
        {
 | 
						|
            if ((input_char = NextChar ()) != -1)
 | 
						|
                return true;
 | 
						|
 | 
						|
            end_of_input = true;
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
 | 
						|
        private int NextChar ()
 | 
						|
        {
 | 
						|
            if (input_buffer != 0) {
 | 
						|
                int tmp = input_buffer;
 | 
						|
                input_buffer = 0;
 | 
						|
 | 
						|
                return tmp;
 | 
						|
            }
 | 
						|
 | 
						|
            return reader.Read ();
 | 
						|
        }
 | 
						|
 | 
						|
        public bool NextToken ()
 | 
						|
        {
 | 
						|
            StateHandler handler;
 | 
						|
            fsm_context.Return = false;
 | 
						|
 | 
						|
            while (true) {
 | 
						|
                handler = fsm_handler_table[state - 1];
 | 
						|
 | 
						|
                if (! handler (fsm_context))
 | 
						|
                    throw new JsonException (input_char);
 | 
						|
 | 
						|
                if (end_of_input)
 | 
						|
                    return false;
 | 
						|
 | 
						|
                if (fsm_context.Return) {
 | 
						|
                    string_value = string_buffer.ToString ();
 | 
						|
                    string_buffer.Remove (0, string_buffer.Length);
 | 
						|
                    token = fsm_return_table[state - 1];
 | 
						|
 | 
						|
                    if (token == (int) ParserToken.Char)
 | 
						|
                        token = input_char;
 | 
						|
 | 
						|
                    state = fsm_context.NextState;
 | 
						|
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
 | 
						|
                state = fsm_context.NextState;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        private void UngetChar ()
 | 
						|
        {
 | 
						|
            input_buffer = input_char;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |