Update dependencies
Among others, this updates minio-go, so that the new "eu-west-3" zone for AWS is supported.
This commit is contained in:
parent
b63de7c798
commit
2b39f9f4b2
3435 changed files with 1318042 additions and 315692 deletions
260
vendor/golang.org/x/text/unicode/rangetable/merge.go
generated
vendored
Normal file
260
vendor/golang.org/x/text/unicode/rangetable/merge.go
generated
vendored
Normal file
|
@ -0,0 +1,260 @@
|
|||
// Copyright 2015 The Go Authors. All rights reserved.
|
||||
// Use of this source code is governed by a BSD-style
|
||||
// license that can be found in the LICENSE file.
|
||||
|
||||
package rangetable
|
||||
|
||||
import (
|
||||
"unicode"
|
||||
)
|
||||
|
||||
// atEnd is used to mark a completed iteration.
|
||||
const atEnd = unicode.MaxRune + 1
|
||||
|
||||
// Merge returns a new RangeTable that is the union of the given tables.
|
||||
// It can also be used to compact user-created RangeTables. The entries in
|
||||
// R16 and R32 for any given RangeTable should be sorted and non-overlapping.
|
||||
//
|
||||
// A lookup in the resulting table can be several times faster than using In
|
||||
// directly on the ranges. Merge is an expensive operation, however, and only
|
||||
// makes sense if one intends to use the result for more than a couple of
|
||||
// hundred lookups.
|
||||
func Merge(ranges ...*unicode.RangeTable) *unicode.RangeTable {
|
||||
rt := &unicode.RangeTable{}
|
||||
if len(ranges) == 0 {
|
||||
return rt
|
||||
}
|
||||
|
||||
iter := tablesIter(make([]tableIndex, len(ranges)))
|
||||
|
||||
for i, t := range ranges {
|
||||
iter[i] = tableIndex{t, 0, atEnd}
|
||||
if len(t.R16) > 0 {
|
||||
iter[i].next = rune(t.R16[0].Lo)
|
||||
}
|
||||
}
|
||||
|
||||
if r0 := iter.next16(); r0.Stride != 0 {
|
||||
for {
|
||||
r1 := iter.next16()
|
||||
if r1.Stride == 0 {
|
||||
rt.R16 = append(rt.R16, r0)
|
||||
break
|
||||
}
|
||||
stride := r1.Lo - r0.Hi
|
||||
if (r1.Lo == r1.Hi || stride == r1.Stride) && (r0.Lo == r0.Hi || stride == r0.Stride) {
|
||||
// Fully merge the next range into the previous one.
|
||||
r0.Hi, r0.Stride = r1.Hi, stride
|
||||
continue
|
||||
} else if stride == r0.Stride {
|
||||
// Move the first element of r1 to r0. This may eliminate an
|
||||
// entry.
|
||||
r0.Hi = r1.Lo
|
||||
r0.Stride = stride
|
||||
r1.Lo = r1.Lo + r1.Stride
|
||||
if r1.Lo > r1.Hi {
|
||||
continue
|
||||
}
|
||||
}
|
||||
rt.R16 = append(rt.R16, r0)
|
||||
r0 = r1
|
||||
}
|
||||
}
|
||||
|
||||
for i, t := range ranges {
|
||||
iter[i] = tableIndex{t, 0, atEnd}
|
||||
if len(t.R32) > 0 {
|
||||
iter[i].next = rune(t.R32[0].Lo)
|
||||
}
|
||||
}
|
||||
|
||||
if r0 := iter.next32(); r0.Stride != 0 {
|
||||
for {
|
||||
r1 := iter.next32()
|
||||
if r1.Stride == 0 {
|
||||
rt.R32 = append(rt.R32, r0)
|
||||
break
|
||||
}
|
||||
stride := r1.Lo - r0.Hi
|
||||
if (r1.Lo == r1.Hi || stride == r1.Stride) && (r0.Lo == r0.Hi || stride == r0.Stride) {
|
||||
// Fully merge the next range into the previous one.
|
||||
r0.Hi, r0.Stride = r1.Hi, stride
|
||||
continue
|
||||
} else if stride == r0.Stride {
|
||||
// Move the first element of r1 to r0. This may eliminate an
|
||||
// entry.
|
||||
r0.Hi = r1.Lo
|
||||
r1.Lo = r1.Lo + r1.Stride
|
||||
if r1.Lo > r1.Hi {
|
||||
continue
|
||||
}
|
||||
}
|
||||
rt.R32 = append(rt.R32, r0)
|
||||
r0 = r1
|
||||
}
|
||||
}
|
||||
|
||||
for i := 0; i < len(rt.R16) && rt.R16[i].Hi <= unicode.MaxLatin1; i++ {
|
||||
rt.LatinOffset = i + 1
|
||||
}
|
||||
|
||||
return rt
|
||||
}
|
||||
|
||||
type tableIndex struct {
|
||||
t *unicode.RangeTable
|
||||
p uint32
|
||||
next rune
|
||||
}
|
||||
|
||||
type tablesIter []tableIndex
|
||||
|
||||
// sortIter does an insertion sort using the next field of tableIndex. Insertion
|
||||
// sort is a good sorting algorithm for this case.
|
||||
func sortIter(t []tableIndex) {
|
||||
for i := range t {
|
||||
for j := i; j > 0 && t[j-1].next > t[j].next; j-- {
|
||||
t[j], t[j-1] = t[j-1], t[j]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// next16 finds the ranged to be added to the table. If ranges overlap between
|
||||
// multiple tables it clips the result to a non-overlapping range if the
|
||||
// elements are not fully subsumed. It returns a zero range if there are no more
|
||||
// ranges.
|
||||
func (ti tablesIter) next16() unicode.Range16 {
|
||||
sortIter(ti)
|
||||
|
||||
t0 := ti[0]
|
||||
if t0.next == atEnd {
|
||||
return unicode.Range16{}
|
||||
}
|
||||
r0 := t0.t.R16[t0.p]
|
||||
r0.Lo = uint16(t0.next)
|
||||
|
||||
// We restrict the Hi of the current range if it overlaps with another range.
|
||||
for i := range ti {
|
||||
tn := ti[i]
|
||||
// Since our tableIndices are sorted by next, we can break if the there
|
||||
// is no overlap. The first value of a next range can always be merged
|
||||
// into the current one, so we can break in case of equality as well.
|
||||
if rune(r0.Hi) <= tn.next {
|
||||
break
|
||||
}
|
||||
rn := tn.t.R16[tn.p]
|
||||
rn.Lo = uint16(tn.next)
|
||||
|
||||
// Limit r0.Hi based on next ranges in list, but allow it to overlap
|
||||
// with ranges as long as it subsumes it.
|
||||
m := (rn.Lo - r0.Lo) % r0.Stride
|
||||
if m == 0 && (rn.Stride == r0.Stride || rn.Lo == rn.Hi) {
|
||||
// Overlap, take the min of the two Hi values: for simplicity's sake
|
||||
// we only process one range at a time.
|
||||
if r0.Hi > rn.Hi {
|
||||
r0.Hi = rn.Hi
|
||||
}
|
||||
} else {
|
||||
// Not a compatible stride. Set to the last possible value before
|
||||
// rn.Lo, but ensure there is at least one value.
|
||||
if x := rn.Lo - m; r0.Lo <= x {
|
||||
r0.Hi = x
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// Update the next values for each table.
|
||||
for i := range ti {
|
||||
tn := &ti[i]
|
||||
if rune(r0.Hi) < tn.next {
|
||||
break
|
||||
}
|
||||
rn := tn.t.R16[tn.p]
|
||||
stride := rune(rn.Stride)
|
||||
tn.next += stride * (1 + ((rune(r0.Hi) - tn.next) / stride))
|
||||
if rune(rn.Hi) < tn.next {
|
||||
if tn.p++; int(tn.p) == len(tn.t.R16) {
|
||||
tn.next = atEnd
|
||||
} else {
|
||||
tn.next = rune(tn.t.R16[tn.p].Lo)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if r0.Lo == r0.Hi {
|
||||
r0.Stride = 1
|
||||
}
|
||||
|
||||
return r0
|
||||
}
|
||||
|
||||
// next32 finds the ranged to be added to the table. If ranges overlap between
|
||||
// multiple tables it clips the result to a non-overlapping range if the
|
||||
// elements are not fully subsumed. It returns a zero range if there are no more
|
||||
// ranges.
|
||||
func (ti tablesIter) next32() unicode.Range32 {
|
||||
sortIter(ti)
|
||||
|
||||
t0 := ti[0]
|
||||
if t0.next == atEnd {
|
||||
return unicode.Range32{}
|
||||
}
|
||||
r0 := t0.t.R32[t0.p]
|
||||
r0.Lo = uint32(t0.next)
|
||||
|
||||
// We restrict the Hi of the current range if it overlaps with another range.
|
||||
for i := range ti {
|
||||
tn := ti[i]
|
||||
// Since our tableIndices are sorted by next, we can break if the there
|
||||
// is no overlap. The first value of a next range can always be merged
|
||||
// into the current one, so we can break in case of equality as well.
|
||||
if rune(r0.Hi) <= tn.next {
|
||||
break
|
||||
}
|
||||
rn := tn.t.R32[tn.p]
|
||||
rn.Lo = uint32(tn.next)
|
||||
|
||||
// Limit r0.Hi based on next ranges in list, but allow it to overlap
|
||||
// with ranges as long as it subsumes it.
|
||||
m := (rn.Lo - r0.Lo) % r0.Stride
|
||||
if m == 0 && (rn.Stride == r0.Stride || rn.Lo == rn.Hi) {
|
||||
// Overlap, take the min of the two Hi values: for simplicity's sake
|
||||
// we only process one range at a time.
|
||||
if r0.Hi > rn.Hi {
|
||||
r0.Hi = rn.Hi
|
||||
}
|
||||
} else {
|
||||
// Not a compatible stride. Set to the last possible value before
|
||||
// rn.Lo, but ensure there is at least one value.
|
||||
if x := rn.Lo - m; r0.Lo <= x {
|
||||
r0.Hi = x
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// Update the next values for each table.
|
||||
for i := range ti {
|
||||
tn := &ti[i]
|
||||
if rune(r0.Hi) < tn.next {
|
||||
break
|
||||
}
|
||||
rn := tn.t.R32[tn.p]
|
||||
stride := rune(rn.Stride)
|
||||
tn.next += stride * (1 + ((rune(r0.Hi) - tn.next) / stride))
|
||||
if rune(rn.Hi) < tn.next {
|
||||
if tn.p++; int(tn.p) == len(tn.t.R32) {
|
||||
tn.next = atEnd
|
||||
} else {
|
||||
tn.next = rune(tn.t.R32[tn.p].Lo)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if r0.Lo == r0.Hi {
|
||||
r0.Stride = 1
|
||||
}
|
||||
|
||||
return r0
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue