class ActionDispatch::Journey::GTG::TransitionTable
def move(t, full_string, start_index, end_index)
def move(t, full_string, start_index, end_index) return [] if t.empty? next_states = [] tok = full_string.slice(start_index, end_index - start_index) token_matches_default_component = DEFAULT_EXP_ANCHORED.match?(tok) t.each { |s, previous_start| if previous_start.nil? # In the simple case of a "default" param regex do this fast-path # and add all next states. if token_matches_default_component && states = @stdparam_states[s] states.each { |re, v| next_states << [v, nil].freeze if !v.nil? } end # When we have a literal string, we can just pull the next state if states = @string_states[s] next_states << [states[tok], nil].freeze unless states[tok].nil? end end # For regexes that aren't the "default" style, they may potentially # not be terminated by the first "token" [./?], so we need to continue # to attempt to match this regexp as well as any successful paths that # continue out of it. both paths could be valid. if states = @regexp_states[s] slice_start = if previous_start.nil? start_index else previous_start end slice_length = end_index - slice_start curr_slice = full_string.slice(slice_start, slice_length) states.each { |re, v| # if we match, we can try moving past this next_states << [v, nil].freeze if !v.nil? && re.match?(curr_slice) } # and regardless, we must continue accepting tokens and retrying this regexp. # we need to remember where we started as well so we can take bigger slices. next_states << [s, slice_start].freeze end } next_states end