/// <summary> /// Generates the appropriate <see cref="ConceptTypeChild">concept type children</see> in <paramref name="parentConceptType"/> /// for <paramref name="factTypeMapping"/>. /// </summary> /// <param name="factTypeMappings"> /// The set of all decided <see cref="FactTypeMapping">fact type mappings</see>. /// </param> /// <param name="parentConceptType"> /// The <see cref="ConceptType"/> into which <see cref="ConceptTypeChild">concept type children</see> should be generated. /// </param> /// <param name="parentConceptTypeHasDeepAway"> /// Test if the parent concept type has a deep mapping away from it. Handles some cyclic cases by making a potential assimilation /// into a reference. Delay calculated because this is not always needed. /// </param> /// <param name="factTypeMapping"> /// The <see cref="FactTypeMapping"/> for which <see cref="ConceptTypeChild">concept type children</see> should be generated. /// </param> /// <param name="factTypePath"> /// The path of <see cref="FactType">fact types</see> leading from <paramref name="parentConceptType"/> to <paramref name="factTypeMapping"/> /// </param> /// <param name="isMandatorySoFar"> /// Indicates whether every step in <paramref name="factTypePath"/> is mandatory for the parent concept type (towards object type). /// </param> private static void GenerateConceptTypeChildrenForFactTypeMapping(FactTypeMappingDictionary factTypeMappings, ConceptType parentConceptType, ref bool? parentConceptTypeHasDeepAway, FactTypeMapping factTypeMapping, List<FactType> factTypePath, bool isMandatorySoFar) { // Push the current fact type onto the path. factTypePath.Add(factTypeMapping.FactType); bool isMandatory = isMandatorySoFar && (factTypeMapping.TowardsRoleMandatory); ConceptTypeChild newConceptTypeChild; ConceptType fromConceptType = ConceptTypeIsForObjectType.GetConceptType(factTypeMapping.FromObjectType); if (fromConceptType != null) { // The mapping is coming from a concept type, so we will create a concept type reference to it. // Set up the property assignments that are common to both kinds of concept type references. PropertyAssignment isMandatoryPropertyAssignment = new PropertyAssignment(ConceptTypeChild.IsMandatoryDomainPropertyId, isMandatory); string name = ResolveRoleName(factTypeMapping.FromRole); string oppositeName = ResolveRoleName(factTypeMapping.TowardsRole); // UNDONE: Yes, these are backwards, but they need to remain so for compatibility reasons until we do a file format change. PropertyAssignment namePropertyAssignment = new PropertyAssignment(ConceptTypeChild.NameDomainPropertyId, oppositeName); PropertyAssignment oppositeNamePropertyAssignment = new PropertyAssignment(ConceptTypeReferencesConceptType.OppositeNameDomainPropertyId, name); if (factTypeMapping.MappingDepth == MappingDepth.Deep) { // Since this is a deep mapping, we will create a concept type assimilation for it. SubtypeFact subtypeFact = factTypeMapping.FactType as SubtypeFact; // UNDONE: The handling here for IsPreferredForParent and IsPreferredForTarget may not be correct // if we have more than one fact type in the fact type path. bool isPreferredForTarget; if (subtypeFact != null) { // For subtype assimilations, IsPreferredForTarget matches the ProvidesPreferredIdentifier // property of the ORM subtype fact. isPreferredForTarget = subtypeFact.ProvidesPreferredIdentifier; } else { // For non-subtype assimilations, IsPreferredForTarget is true if the role played by the object // type corresponding to the parent concept type has the preferred identifying uniqueness constraint // for the target concept type. isPreferredForTarget = factTypeMapping.TowardsRole.SingleRoleAlethicUniquenessConstraint.IsPreferred; } bool isPreferredForParent = factTypeMapping.IsFromPreferredIdentifier; // The IsPreferredForParent property on concept type assimilations indicates that the assimilation, on its own, // provides the preferred identifier for the assimilating concept type. Although the IsFromPreferredIdentifier // property on the fact type mapping will be true even if the from role is part of a multi-role preferred identifier, // ORM currently doesn't allow a role with a single role alethic uniqueness constraint (which is required for this to // be a deep mapping) to be part of any other uniqueness constraint. However, this may change in the future as our // handling of derivations, implications, equivalences, and logical rules becomes more sophisticated. We assert here // in order to make this case easier to catch if it happens, since this method may need to be adjusted in that case // to ensure that it continues to produce correct results. Debug.Assert(!isPreferredForParent || factTypeMapping.FromRole.SingleRoleAlethicUniquenessConstraint.IsPreferred); newConceptTypeChild = new ConceptTypeAssimilatesConceptType(parentConceptType.Partition, new RoleAssignment[] { new RoleAssignment(ConceptTypeAssimilatesConceptType.AssimilatorConceptTypeDomainRoleId, parentConceptType), new RoleAssignment(ConceptTypeAssimilatesConceptType.AssimilatedConceptTypeDomainRoleId, fromConceptType) }, new PropertyAssignment[] { isMandatoryPropertyAssignment, namePropertyAssignment, oppositeNamePropertyAssignment, new PropertyAssignment(ConceptTypeAssimilatesConceptType.RefersToSubtypeDomainPropertyId, subtypeFact != null), new PropertyAssignment(ConceptTypeAssimilatesConceptType.IsPreferredForParentDomainPropertyId, isPreferredForParent), new PropertyAssignment(ConceptTypeAssimilatesConceptType.IsPreferredForTargetDomainPropertyId, isPreferredForTarget), }); } else { Debug.Assert(factTypeMapping.MappingDepth == MappingDepth.Shallow, "Collapse mappings should not come from object types that have a concept type."); // Since this is a shallow mapping, we will create a concept type relation for it. newConceptTypeChild = new ConceptTypeRelatesToConceptType(parentConceptType.Partition, new RoleAssignment[] { new RoleAssignment(ConceptTypeRelatesToConceptType.RelatingConceptTypeDomainRoleId, parentConceptType), new RoleAssignment(ConceptTypeRelatesToConceptType.RelatedConceptTypeDomainRoleId, fromConceptType) }, new PropertyAssignment[] { isMandatoryPropertyAssignment, namePropertyAssignment, oppositeNamePropertyAssignment }); } } else { // The mapping is not coming from a concept type, meaning that we either need an information // type for an atomic value type (which will already have an information type format created // for it), or we need to collapse the preferred identifier of an entity type or structured // value type. InformationTypeFormat fromInformationTypeFormat = InformationTypeFormatIsForValueType.GetInformationTypeFormat(factTypeMapping.FromObjectType); if (fromInformationTypeFormat != null) { // We have an information type format, which means that we need to create an information type. string name = ResolveRoleName(factTypeMapping.FromRole); newConceptTypeChild = new InformationType(parentConceptType.Partition, new RoleAssignment[] { new RoleAssignment(InformationType.ConceptTypeDomainRoleId, parentConceptType), new RoleAssignment(InformationType.InformationTypeFormatDomainRoleId, fromInformationTypeFormat) }, new PropertyAssignment[] { new PropertyAssignment(ConceptTypeChild.IsMandatoryDomainPropertyId, isMandatory), new PropertyAssignment(ConceptTypeChild.NameDomainPropertyId, name) }); } else { // We do not have an information type format, which means that we need to collapse the fact // types in the preferred identifier of the FromObjectType into the parent concept type. newConceptTypeChild = null; UniquenessConstraint preferredIdentifier = factTypeMapping.FromObjectType.PreferredIdentifier; Debug.Assert(preferredIdentifier != null); foreach (Role preferredIdentifierRole in preferredIdentifier.RoleCollection) { // NOTE: We don't need the ShouldIgnoreFactType filter here, because we would have ignored // this object type if we were ignoring any of the fact types in its preferred identifier. FactType preferredIdentifierFactType = preferredIdentifierRole.BinarizedFactType; FactTypeMapping preferredIdentifierFactTypeMapping = factTypeMappings[preferredIdentifierFactType]; if (preferredIdentifierFactType == factTypeMapping.FactType) { // We just got back to the fact that we were already mapping. This should only happen // when the object type has a single fact type in its preferred identifier and it is // deeply mapped away from the object type. Debug.Assert(preferredIdentifier.RoleCollection.Count == 1 && preferredIdentifierFactTypeMapping.MappingDepth == MappingDepth.Deep); // UNDONE: For now, we just ignore this fact type entirely. What we should be doing is: // 1) If everything along the path is mandatory, then we're done, since we know that instances of the parent // concept type always identify an instance of the object type that we're trying to map. // 2) Otherwise, check if there are any other relationships that would allow use to derive whether an instance // of the parent concept type identifies an instance of the object type that we're trying to map. Examples // of things that would allow us to do this would be a mandatory role played by the object type that we're // we're trying to map that gets absorbed into some concept type. The reference to an instance of this concept // type from it allows us to tell if this instance identifies an instance of the object type. // 3) If no other relationship allows us to derive this information, we need to add a boolean information type // that indicates for each instance of the parent concept type whether it identifies an instance of the object // type that we're trying to map. break; } // If we have a single fact type in the preferred identifier, it might be mapped // deeply away from the object type that we are collapsing. For this case, we need // to create a "fake" mapping and process it instead. if (preferredIdentifierFactTypeMapping.TowardsRole == preferredIdentifierRole) { // Make sure this is actually the situation we are trying to handle, since it shouldn't be possible in any other scenario. Debug.Assert(preferredIdentifier.RoleCollection.Count == 1 && preferredIdentifierFactTypeMapping.MappingDepth == MappingDepth.Deep); // UNDONE: Would we ever want to use a depth other than shallow here? Probably not, but it might be worth looking in to. FactTypeMappingFlags currentFlags = preferredIdentifierFactTypeMapping.Flags; preferredIdentifierFactTypeMapping = new FactTypeMapping(preferredIdentifierFactType, preferredIdentifierFactTypeMapping.TowardsRole, preferredIdentifierFactTypeMapping.FromRole, (currentFlags & FactTypeMappingFlags.Subtype) | GetFlags(false, 0 != (currentFlags & FactTypeMappingFlags.TowardsValueType), 0 != (currentFlags & FactTypeMappingFlags.TowardsRoleMandatory), 0 != (currentFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory), 0 != (currentFlags & FactTypeMappingFlags.FromValueType), 0 != (currentFlags & FactTypeMappingFlags.FromRoleMandatory), 0 != (currentFlags & FactTypeMappingFlags.FromRoleImpliedMandatory))); } else if (preferredIdentifierFactTypeMapping.MappingDepth == MappingDepth.Deep) { // Handle cyclic deep mapping scenario with collapsed entities. // The primary scenario here is: // 1) B is a subtype of A and identified by A's identifier // 2) A and B participate in an objectified 1-1 FactType // 3) The uniqueness constraint on the A role is the preferred identifier // 4) The A role is mandatory // In this case, without this code, you get an assimilation mapping B into A // and mapping A into B. We fix this case by forwarding a shallow mapping, // which generates a reference instad of an assimilation. if (!parentConceptTypeHasDeepAway.HasValue) { ObjectType objectType = ConceptTypeIsForObjectType.GetObjectType(parentConceptType); foreach (Role role in ConceptTypeIsForObjectType.GetObjectType(parentConceptType).PlayedRoleCollection) { FactType factType; FactTypeMapping testMapping; if (null != (factType = role.BinarizedFactType) && factTypeMappings.TryGetValue(factType, out testMapping) && testMapping.MappingDepth == MappingDepth.Deep && testMapping.FromObjectType == objectType) { preferredIdentifierFactTypeMapping = new FactTypeMapping(preferredIdentifierFactType, preferredIdentifierFactTypeMapping.FromRole, preferredIdentifierFactTypeMapping.TowardsRole, preferredIdentifierFactTypeMapping.Flags & ~FactTypeMappingFlags.DeepMapping); parentConceptTypeHasDeepAway = true; break; } } if (!parentConceptTypeHasDeepAway.HasValue) { parentConceptTypeHasDeepAway = false; } } else if (parentConceptTypeHasDeepAway.Value) { preferredIdentifierFactTypeMapping = new FactTypeMapping(preferredIdentifierFactType, preferredIdentifierFactTypeMapping.FromRole, preferredIdentifierFactTypeMapping.TowardsRole, preferredIdentifierFactTypeMapping.Flags & ~FactTypeMappingFlags.DeepMapping); } } GenerateConceptTypeChildrenForFactTypeMapping(factTypeMappings, parentConceptType, ref parentConceptTypeHasDeepAway, preferredIdentifierFactTypeMapping, factTypePath, isMandatory); } } } // If we created a new concept type child, populate its fact type path. if (newConceptTypeChild != null) { foreach (FactType pathFactType in factTypePath) { ConceptTypeChildHasPathFactType conceptTypeChildHasPathFactType = new ConceptTypeChildHasPathFactType(newConceptTypeChild, pathFactType); } } // Pop the current fact type off of the path. Debug.Assert(factTypePath[factTypePath.Count - 1] == factTypeMapping.FactType, "Fact type path stack is corrupt."); factTypePath.RemoveAt(factTypePath.Count - 1); }
/// <summary> /// Determines the obvious fact type mappings, and all other potential mappings. /// </summary> /// <param name="modelFactTypes">The <see cref="FactType"/> objects of the model</param> /// <param name="decidedManyToOneFactTypeMappings">The decided many-to-one <see cref="FactTypeMapping"/> objects.</param> /// <param name="decidedOneToOneFactTypeMappings">The decided one-to-one <see cref="FactTypeMapping"/> objects.</param> /// <param name="undecidedOneToOneFactTypeMappings">The undecided <see cref="FactTypeMapping"/> possibilities.</param> private void PerformInitialFactTypeMappings(LinkedElementCollection<FactType> modelFactTypes, FactTypeMappingDictionary decidedManyToOneFactTypeMappings, FactTypeMappingDictionary decidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { // For each fact type in the model... foreach (FactType factType in modelFactTypes) { if (ShouldIgnoreFactType(factType)) { continue; } SubtypeFact subtypeFact = factType as SubtypeFact; // If it's a subtype relation... MandatoryConstraint mandatory; if (subtypeFact != null) { Role subtypeRole = subtypeFact.SubtypeRole; Role supertypeRole = subtypeFact.SupertypeRole; mandatory = supertypeRole.SingleRoleAlethicMandatoryConstraint; // Note that the only way to get a mandatory on the supertype role is with an implied mandatory, verified explicitly below // Map deeply toward the supertype. FactTypeMapping factTypeMapping = new FactTypeMapping( subtypeFact, subtypeRole, supertypeRole, FactTypeMappingFlags.Subtype | FactTypeMappingFlags.DeepMapping | FactTypeMappingFlags.FromRoleMandatory | ((mandatory != null && mandatory.IsImplied) ? FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory : FactTypeMappingFlags.None) | (subtypeRole.RolePlayer.IsValueType ? FactTypeMappingFlags.FromValueType | FactTypeMappingFlags.TowardsValueType : FactTypeMappingFlags.None)); decidedOneToOneFactTypeMappings.Add(subtypeFact, factTypeMapping); } else { LinkedElementCollection<RoleBase> roles = factType.RoleCollection; Debug.Assert(roles.Count == 2 && (factType.Objectification == null || factType.UnaryRole != null), "Non-binarized fact types should have been filtered out already."); Role firstRole = roles[0].Role; Role secondRole = roles[1].Role; ObjectType firstRolePlayer = firstRole.RolePlayer; ObjectType secondRolePlayer = secondRole.RolePlayer; UniquenessConstraint firstRoleUniquenessConstraint = (UniquenessConstraint)firstRole.SingleRoleAlethicUniquenessConstraint; UniquenessConstraint secondRoleUniquenessConstraint = (UniquenessConstraint)secondRole.SingleRoleAlethicUniquenessConstraint; bool firstRolePlayerIsValueType = firstRolePlayer.IsValueType; bool secondRolePlayerIsValueType = secondRolePlayer.IsValueType; bool firstRoleIsUnique = (firstRoleUniquenessConstraint != null); bool secondRoleIsUnique = (secondRoleUniquenessConstraint != null); bool firstRoleIsMandatory = null != (mandatory = firstRole.SingleRoleAlethicMandatoryConstraint); bool firstRoleIsImplicitlyMandatory = firstRoleIsMandatory && mandatory.IsImplied; bool firstRoleIsExplicitlyMandatory = firstRoleIsMandatory && !firstRoleIsImplicitlyMandatory; bool secondRoleIsMandatory = null != (mandatory = secondRole.SingleRoleAlethicMandatoryConstraint); bool secondRoleIsImplicitlyMandatory = secondRoleIsMandatory && mandatory.IsImplied; bool secondRoleIsExplicitlyMandatory = secondRoleIsMandatory && !secondRoleIsImplicitlyMandatory; // We don't need to worry about shallow mappings towards preferred identifiers on many-to-ones, since the preferred // identifier pattern ensures that these cases will always map towards the object type being identified anyway. const int FIRST_SECOND_SHALLOW = 1; const int FIRST_SECOND_DEEP = 2; const int SECOND_FIRST_SHALLOW = 4; const int SECOND_FIRST_DEEP = 8; int possibilityBits = 0; bool manyToOne = false; // If only firstRole is unique... if (firstRoleIsUnique && !secondRoleIsUnique) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; manyToOne = true; } else if (!firstRoleIsUnique && secondRoleIsUnique) // ...only secondRole is unique... { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; manyToOne = true; } else if (firstRoleIsUnique && secondRoleIsUnique) // ...both roles are unique... { // If this is a ring fact type... if (firstRolePlayer == secondRolePlayer) { // If only firstRole is mandatory... if (firstRoleIsExplicitlyMandatory && !secondRoleIsExplicitlyMandatory) { // Shallow map toward firstRolePlayer (mandatory role player). possibilityBits |= FIRST_SECOND_SHALLOW; } else if (!firstRoleIsExplicitlyMandatory && secondRoleIsExplicitlyMandatory) // ...only secondRole is mandatory... { // Shallow map toward secondRolePlayer (mandatory role player). possibilityBits |= SECOND_FIRST_SHALLOW; } else // ...otherwise... { // Shallow map toward firstRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } } else // ...not a ring fact type... { // These are used to make sure that we never shallowly map towards a preferred identifier. bool firstRoleIsUniqueAndPreferred = firstRoleIsUnique && firstRoleUniquenessConstraint.IsPreferred; bool secondRoleIsUniqueAndPreferred = secondRoleIsUnique && secondRoleUniquenessConstraint.IsPreferred; // If neither role is mandatory... if (!firstRoleIsExplicitlyMandatory && !secondRoleIsExplicitlyMandatory) { // If firstRole is not preferred... if (!firstRoleIsUniqueAndPreferred) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; } // If secondRole is not preferred... if (!secondRoleIsUniqueAndPreferred) { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } } else if (firstRoleIsExplicitlyMandatory && !secondRoleIsExplicitlyMandatory) // ...only firstRole is mandatory... { // Note that the first role cannot be be preferred if the second role is not mandatory // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; #if FALSE // UNDONE: This is a much deeper check for 1-1 patterns off of mandatory constraints. Both this and // the current much quicker check are meant to limit permutation checks on patterns where numerous // 1-1 fact types reference the same optional role player. Both of these systems are extremely fragile // to one of the uses of the value being made mandatory, in which case this loop does not apply. // We need to find a quicker mechanism for determining when we should allow an absorption towards // a fully optional object type, or some other check to eliminate extremely long chains (these can // easily consume all memory on a machine). bool allowMappingTowardsOptionalRole = true; if (null != (mandatory = secondRolePlayer.ImpliedMandatoryConstraint)) { if (!(secondRoleIsUniqueAndPreferred && factType.ImpliedByObjectification != null)) { foreach (Role testRole in mandatory.RoleCollection) { if (testRole != secondRole && !ShouldIgnoreFactType((testRole.Proxy ?? (RoleBase)testRole).FactType)) { Role oppositeRole; if (testRole.SingleRoleAlethicUniquenessConstraint != null && null != (oppositeRole = testRole.OppositeRoleAlwaysResolveProxy as Role) && null != oppositeRole.SingleRoleAlethicUniquenessConstraint && null != (mandatory = oppositeRole.SingleRoleAlethicMandatoryConstraint) && !mandatory.IsImplied) { // If there are multiple 1-1 mappings towards an object type with // an implied mandatory, then don't consider any mappings towards // this entity. allowMappingTowardsOptionalRole = false; break; } } } } } if (allowMappingTowardsOptionalRole) #endif // FALSE if (null == secondRolePlayer.ImpliedMandatoryConstraint || ((secondRoleIsUniqueAndPreferred && !secondRolePlayerIsValueType) || factType.ImpliedByObjectification != null)) { // If secondRole is not preferred... if (!secondRoleIsUniqueAndPreferred) { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } // Deep map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_DEEP; } } else if (!firstRoleIsExplicitlyMandatory && secondRoleIsExplicitlyMandatory) // ...only secondRole is mandatory... { // Note that the second role cannot be preferred if the first role is not mandatory // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; #if FALSE // UNDONE: See comments above, duplicate code switching first and second bool allowMappingTowardsOptionalRole = true; if (null != (mandatory = firstRolePlayer.ImpliedMandatoryConstraint)) { if (!(firstRoleIsUniqueAndPreferred && factType.ImpliedByObjectification != null)) { foreach (Role testRole in mandatory.RoleCollection) { if (testRole != firstRole && !ShouldIgnoreFactType((testRole.Proxy ?? (RoleBase)testRole).FactType)) { Role oppositeRole; if (testRole.SingleRoleAlethicUniquenessConstraint != null && null != (oppositeRole = testRole.OppositeRoleAlwaysResolveProxy as Role) && null != oppositeRole.SingleRoleAlethicUniquenessConstraint && null != (mandatory = oppositeRole.SingleRoleAlethicMandatoryConstraint) && !mandatory.IsImplied) { // If there are multiple 1-1 mappings towards an object type with // an implied mandatory, then don't consider any mappings towards // this entity. allowMappingTowardsOptionalRole = false; break; } } } } } if (allowMappingTowardsOptionalRole) #endif // FALSE if (null == firstRolePlayer.ImpliedMandatoryConstraint || ((firstRoleIsUniqueAndPreferred && !firstRolePlayerIsValueType) || factType.ImpliedByObjectification != null)) { // If firstRole is not preferred... if (!firstRoleIsUniqueAndPreferred) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; } // Deep map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_DEEP; } } else // ...both roles are mandatory... { // If firstRole is not preferred... if (!firstRoleIsUniqueAndPreferred) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; } // If secondRole is not preferred... if (!secondRoleIsUniqueAndPreferred) { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } // Possible deep map toward firstRolePlayer and toward secondRolePlayer possibilityBits |= FIRST_SECOND_DEEP | SECOND_FIRST_DEEP; } } } Debug.Assert(possibilityBits != 0); switch (possibilityBits) { case FIRST_SECOND_SHALLOW: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, firstRole, secondRole, GetFlags(false, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); break; case SECOND_FIRST_SHALLOW: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, secondRole, firstRole, GetFlags(false, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); break; case FIRST_SECOND_DEEP: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, firstRole, secondRole, GetFlags(true, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); break; case SECOND_FIRST_DEEP: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, secondRole, firstRole, GetFlags(true, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); break; default: { // UNDONE: I don't see any reason to use a heavy-weight list structure here. The // same information could be stored in an UndecidedFactTypeMapping structure that // uses a bit field mechanism similar to this block of code. This would allow us // to store the factType/firstRole/secondRole once and interpret the contents based // on a single bitfield. In the meantime, keep the list as small as possible. int countBits = possibilityBits; int count = 0; while (countBits != 0) { if (0 != (countBits & 1)) { ++count; } countBits >>= 1; } FactTypeMappingList potentialMappingList = new FactTypeMappingList(count); count = -1; if (0 != (possibilityBits & FIRST_SECOND_SHALLOW)) { potentialMappingList.Add(new FactTypeMapping(factType, firstRole, secondRole, GetFlags(false, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); } if (0 != (possibilityBits & SECOND_FIRST_SHALLOW)) { potentialMappingList.Add(new FactTypeMapping(factType, secondRole, firstRole, GetFlags(false, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); } if (0 != (possibilityBits & FIRST_SECOND_DEEP)) { potentialMappingList.Add(new FactTypeMapping(factType, firstRole, secondRole, GetFlags(true, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); } if (0 != (possibilityBits & SECOND_FIRST_DEEP)) { potentialMappingList.Add(new FactTypeMapping(factType, secondRole, firstRole, GetFlags(true, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); } undecidedOneToOneFactTypeMappings.Add(factType, potentialMappingList); break; } } } } }
/// <summary> /// If the number of undecided elements is unreasonably high, /// then apply incrementally more stringent requirements for /// deciding fact type mappings until we have a reasonable number. /// </summary> public void EnsureReasonablePermutations(FactTypeMappingListDictionary allUndecidedMappings, FactTypeMappingDictionary allPredecidedMappings, FactTypeMappingDictionary allDecidedMappings) { FactTypeMappingListList undecidedMappings = myUndecidedOneToOneFactTypeMappings; double maxPermutations = CalculateMaxNumberOfPermutations(undecidedMappings); if (maxPermutations > MaxReasonablePermutations) { int undecidedMappingCount = undecidedMappings.Count; Predicate <FactTypeMapping>[] reductionConditions = ReductionConditions; if (reductionConditions == null) { // Note that there is intentionally a lot of duplication in // these routines. An earlier design attempted to call previous // conditions along with later ones, but this resulted in a much // more complicated algorithm and multiple calls. The algorithm // was simplified in exchange for making these condition routines // more complicated. reductionConditions = new Predicate <FactTypeMapping>[] { delegate(FactTypeMapping mapping) { // If the fact type has a single non-mandatory value type // then do not map towards the value type. FactTypeMappingFlags mappingFlags = mapping.Flags; if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // If the fact type has an unbalanced mandatory and is not a subtype, // then map towards the mandatory. FactTypeMappingFlags mappingFlags = mapping.Flags; if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } // Duplicate previous ValueType check if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // Map away from a preferred identifier. This is not a cumulative test, and is ignored for later conditions. FactTypeMappingFlags mappingFlags = mapping.Flags; if (0 == (mappingFlags & FactTypeMappingFlags.FromPreferredIdentifier)) { return(true); } // Duplicate unbalanced ValueType and unbalanced mandatory checks if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // Prefer a shallow mapping. FactTypeMappingFlags mappingFlags = mapping.Flags; if (0 != (mappingFlags & FactTypeMappingFlags.DeepMapping)) { return(true); } // Duplicate unbalanced ValueType and unbalanced mandatory checks if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // If we have too many permutations then just map towards the first role. // Yes, this is completely arbitrary, but getting anywhere past item 2 on // this list will be extremely rarely and represents truly pathological cases. // Perform previous flag-based checks first. FactTypeMappingFlags mappingFlags = mapping.Flags; if (0 != (mappingFlags & FactTypeMappingFlags.DeepMapping)) { return(true); } if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } Role role = mapping.TowardsRole; return(0 != mapping.FactType.RoleCollection.IndexOf((RoleBase)role.Proxy ?? role)); }, }; ReductionConditions = reductionConditions; } FactTypeMappingList decidedMappings = myPredecidedOneToOneFactTypeMappings; for (int maxReduction = 0; maxReduction < reductionConditions.Length; ++maxReduction) { for (int undecidedMappingIndex = undecidedMappingCount - 1; undecidedMappingIndex >= 0; --undecidedMappingIndex) { FactTypeMappingList testMappings = undecidedMappings[undecidedMappingIndex]; int testMappingCount = testMappings.Count; // Note that the max length of this list is four (shallow and deep both directions) FactTypeMapping singleMapping = null; for (int i = 0; i < testMappingCount; ++i) { FactTypeMapping testMapping = testMappings[i]; if (!reductionConditions[maxReduction](testMapping)) { // This test mapping is not filtered, allow it if (singleMapping == null) { singleMapping = testMapping; } else { singleMapping = null; break; } } } if (singleMapping != null) { decidedMappings.Add(singleMapping); undecidedMappings.RemoveAt(undecidedMappingIndex); --undecidedMappingCount; maxPermutations /= testMappingCount; FactType factTypeKey = singleMapping.FactType; allUndecidedMappings.Remove(factTypeKey); allPredecidedMappings.Add(factTypeKey, singleMapping); allDecidedMappings.Add(factTypeKey, singleMapping); } } if (maxPermutations <= MaxReasonablePermutations) { break; } } } }