1 //===--- FuzzyMatch.h - Approximate identifier matching  ---------*- C++-*-===//
2 //
3 // Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
4 // See https://llvm.org/LICENSE.txt for license information.
5 // SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
6 //
7 //===----------------------------------------------------------------------===//
8 //
9 // To check for a match between a Pattern ('u_p') and a Word ('unique_ptr'),
10 // we consider the possible partial match states:
11 //
12 //     u n i q u e _ p t r
13 //   +---------------------
14 //   |A . . . . . . . . . .
15 //  u|
16 //   |. . . . . . . . . . .
17 //  _|
18 //   |. . . . . . . O . . .
19 //  p|
20 //   |. . . . . . . . . . B
21 //
22 // Each dot represents some prefix of the pattern being matched against some
23 // prefix of the word.
24 //   - A is the initial state: '' matched against ''
25 //   - O is an intermediate state: 'u_' matched against 'unique_'
26 //   - B is the target state: 'u_p' matched against 'unique_ptr'
27 //
28 // We aim to find the best path from A->B.
29 //  - Moving right (consuming a word character)
30 //    Always legal: not all word characters must match.
31 //  - Moving diagonally (consuming both a word and pattern character)
32 //    Legal if the characters match.
33 //  - Moving down (consuming a pattern character) is never legal.
34 //    Never legal: all pattern characters must match something.
35 // Characters are matched case-insensitively.
36 // The first pattern character may only match the start of a word segment.
37 //
38 // The scoring is based on heuristics:
39 //  - when matching a character, apply a bonus or penalty depending on the
40 //    match quality (does case match, do word segments align, etc)
41 //  - when skipping a character, apply a penalty if it hurts the match
42 //    (it starts a word segment, or splits the matched region, etc)
43 //
44 // These heuristics require the ability to "look backward" one character, to
45 // see whether it was matched or not. Therefore the dynamic-programming matrix
46 // has an extra dimension (last character matched).
47 // Each entry also has an additional flag indicating whether the last-but-one
48 // character matched, which is needed to trace back through the scoring table
49 // and reconstruct the match.
50 //
51 // We treat strings as byte-sequences, so only ASCII has first-class support.
52 //
53 // This algorithm was inspired by VS code's client-side filtering, and aims
54 // to be mostly-compatible.
55 //
56 //===----------------------------------------------------------------------===//
57 
58 #include "FuzzyMatch.h"
59 #include "llvm/ADT/Optional.h"
60 #include "llvm/Support/Format.h"
61 
62 namespace clang {
63 namespace clangd {
64 
65 constexpr int FuzzyMatcher::MaxPat;
66 constexpr int FuzzyMatcher::MaxWord;
67 
lower(char C)68 static char lower(char C) { return C >= 'A' && C <= 'Z' ? C + ('a' - 'A') : C; }
69 // A "negative infinity" score that won't overflow.
70 // We use this to mark unreachable states and forbidden solutions.
71 // Score field is 15 bits wide, min value is -2^14, we use half of that.
72 static constexpr int AwfulScore = -(1 << 13);
isAwful(int S)73 static bool isAwful(int S) { return S < AwfulScore / 2; }
74 static constexpr int PerfectBonus = 4; // Perfect per-pattern-char score.
75 
FuzzyMatcher(llvm::StringRef Pattern)76 FuzzyMatcher::FuzzyMatcher(llvm::StringRef Pattern)
77     : PatN(std::min<int>(MaxPat, Pattern.size())),
78       ScoreScale(PatN ? float{1} / (PerfectBonus * PatN) : 0), WordN(0) {
79   std::copy(Pattern.begin(), Pattern.begin() + PatN, Pat);
80   for (int I = 0; I < PatN; ++I)
81     LowPat[I] = lower(Pat[I]);
82   Scores[0][0][Miss] = {0, Miss};
83   Scores[0][0][Match] = {AwfulScore, Miss};
84   for (int P = 0; P <= PatN; ++P)
85     for (int W = 0; W < P; ++W)
86       for (Action A : {Miss, Match})
87         Scores[P][W][A] = {AwfulScore, Miss};
88   PatTypeSet = calculateRoles(llvm::StringRef(Pat, PatN),
89                               llvm::makeMutableArrayRef(PatRole, PatN));
90 }
91 
match(llvm::StringRef Word)92 llvm::Optional<float> FuzzyMatcher::match(llvm::StringRef Word) {
93   if (!(WordContainsPattern = init(Word)))
94     return llvm::None;
95   if (!PatN)
96     return 1;
97   buildGraph();
98   auto Best = std::max(Scores[PatN][WordN][Miss].Score,
99                        Scores[PatN][WordN][Match].Score);
100   if (isAwful(Best))
101     return llvm::None;
102   float Score =
103       ScoreScale * std::min(PerfectBonus * PatN, std::max<int>(0, Best));
104   // If the pattern is as long as the word, we have an exact string match,
105   // since every pattern character must match something.
106   if (WordN == PatN)
107     Score *= 2; // May not be perfect 2 if case differs in a significant way.
108   return Score;
109 }
110 
111 // We get CharTypes from a lookup table. Each is 2 bits, 4 fit in each byte.
112 // The top 6 bits of the char select the byte, the bottom 2 select the offset.
113 // e.g. 'q' = 010100 01 = byte 28 (55), bits 3-2 (01) -> Lower.
114 constexpr static uint8_t CharTypes[] = {
115     0x00, 0x00, 0x00, 0x00, // Control characters
116     0x00, 0x00, 0x00, 0x00, // Control characters
117     0xff, 0xff, 0xff, 0xff, // Punctuation
118     0x55, 0x55, 0xf5, 0xff, // Numbers->Lower, more Punctuation.
119     0xab, 0xaa, 0xaa, 0xaa, // @ and A-O
120     0xaa, 0xaa, 0xea, 0xff, // P-Z, more Punctuation.
121     0x57, 0x55, 0x55, 0x55, // ` and a-o
122     0x55, 0x55, 0xd5, 0x3f, // p-z, Punctuation, DEL.
123     0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, // Bytes over 127 -> Lower.
124     0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, // (probably UTF-8).
125     0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
126     0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
127 };
128 
129 // The Role can be determined from the Type of a character and its neighbors:
130 //
131 //   Example  | Chars | Type | Role
132 //   ---------+--------------+-----
133 //   F(o)oBar | Foo   | Ull  | Tail
134 //   Foo(B)ar | oBa   | lUl  | Head
135 //   (f)oo    | ^fo   | Ell  | Head
136 //   H(T)TP   | HTT   | UUU  | Tail
137 //
138 // Our lookup table maps a 6 bit key (Prev, Curr, Next) to a 2-bit Role.
139 // A byte packs 4 Roles. (Prev, Curr) selects a byte, Next selects the offset.
140 // e.g. Lower, Upper, Lower -> 01 10 01 -> byte 6 (aa), bits 3-2 (10) -> Head.
141 constexpr static uint8_t CharRoles[] = {
142     // clang-format off
143     //         Curr= Empty Lower Upper Separ
144     /* Prev=Empty */ 0x00, 0xaa, 0xaa, 0xff, // At start, Lower|Upper->Head
145     /* Prev=Lower */ 0x00, 0x55, 0xaa, 0xff, // In word, Upper->Head;Lower->Tail
146     /* Prev=Upper */ 0x00, 0x55, 0x59, 0xff, // Ditto, but U(U)U->Tail
147     /* Prev=Separ */ 0x00, 0xaa, 0xaa, 0xff, // After separator, like at start
148     // clang-format on
149 };
150 
packedLookup(const uint8_t * Data,int I)151 template <typename T> static T packedLookup(const uint8_t *Data, int I) {
152   return static_cast<T>((Data[I >> 2] >> ((I & 3) * 2)) & 3);
153 }
calculateRoles(llvm::StringRef Text,llvm::MutableArrayRef<CharRole> Roles)154 CharTypeSet calculateRoles(llvm::StringRef Text,
155                            llvm::MutableArrayRef<CharRole> Roles) {
156   assert(Text.size() == Roles.size());
157   if (Text.size() == 0)
158     return 0;
159   CharType Type = packedLookup<CharType>(CharTypes, Text[0]);
160   CharTypeSet TypeSet = 1 << Type;
161   // Types holds a sliding window of (Prev, Curr, Next) types.
162   // Initial value is (Empty, Empty, type of Text[0]).
163   int Types = Type;
164   // Rotate slides in the type of the next character.
165   auto Rotate = [&](CharType T) { Types = ((Types << 2) | T) & 0x3f; };
166   for (unsigned I = 0; I < Text.size() - 1; ++I) {
167     // For each character, rotate in the next, and look up the role.
168     Type = packedLookup<CharType>(CharTypes, Text[I + 1]);
169     TypeSet |= 1 << Type;
170     Rotate(Type);
171     Roles[I] = packedLookup<CharRole>(CharRoles, Types);
172   }
173   // For the last character, the "next character" is Empty.
174   Rotate(Empty);
175   Roles[Text.size() - 1] = packedLookup<CharRole>(CharRoles, Types);
176   return TypeSet;
177 }
178 
179 // Sets up the data structures matching Word.
180 // Returns false if we can cheaply determine that no match is possible.
init(llvm::StringRef NewWord)181 bool FuzzyMatcher::init(llvm::StringRef NewWord) {
182   WordN = std::min<int>(MaxWord, NewWord.size());
183   if (PatN > WordN)
184     return false;
185   std::copy(NewWord.begin(), NewWord.begin() + WordN, Word);
186   if (PatN == 0)
187     return true;
188   for (int I = 0; I < WordN; ++I)
189     LowWord[I] = lower(Word[I]);
190 
191   // Cheap subsequence check.
192   for (int W = 0, P = 0; P != PatN; ++W) {
193     if (W == WordN)
194       return false;
195     if (LowWord[W] == LowPat[P])
196       ++P;
197   }
198 
199   // FIXME: some words are hard to tokenize algorithmically.
200   // e.g. vsprintf is V S Print F, and should match [pri] but not [int].
201   // We could add a tokenization dictionary for common stdlib names.
202   WordTypeSet = calculateRoles(llvm::StringRef(Word, WordN),
203                                llvm::makeMutableArrayRef(WordRole, WordN));
204   return true;
205 }
206 
207 // The forwards pass finds the mappings of Pattern onto Word.
208 // Score = best score achieved matching Word[..W] against Pat[..P].
209 // Unlike other tables, indices range from 0 to N *inclusive*
210 // Matched = whether we chose to match Word[W] with Pat[P] or not.
211 //
212 // Points are mostly assigned to matched characters, with 1 being a good score
213 // and 3 being a great one. So we treat the score range as [0, 3 * PatN].
214 // This range is not strict: we can apply larger bonuses/penalties, or penalize
215 // non-matched characters.
buildGraph()216 void FuzzyMatcher::buildGraph() {
217   for (int W = 0; W < WordN; ++W) {
218     Scores[0][W + 1][Miss] = {Scores[0][W][Miss].Score - skipPenalty(W, Miss),
219                               Miss};
220     Scores[0][W + 1][Match] = {AwfulScore, Miss};
221   }
222   for (int P = 0; P < PatN; ++P) {
223     for (int W = P; W < WordN; ++W) {
224       auto &Score = Scores[P + 1][W + 1], &PreMiss = Scores[P + 1][W];
225 
226       auto MatchMissScore = PreMiss[Match].Score;
227       auto MissMissScore = PreMiss[Miss].Score;
228       if (P < PatN - 1) { // Skipping trailing characters is always free.
229         MatchMissScore -= skipPenalty(W, Match);
230         MissMissScore -= skipPenalty(W, Miss);
231       }
232       Score[Miss] = (MatchMissScore > MissMissScore)
233                         ? ScoreInfo{MatchMissScore, Match}
234                         : ScoreInfo{MissMissScore, Miss};
235 
236       auto &PreMatch = Scores[P][W];
237       auto MatchMatchScore =
238           allowMatch(P, W, Match)
239               ? PreMatch[Match].Score + matchBonus(P, W, Match)
240               : AwfulScore;
241       auto MissMatchScore = allowMatch(P, W, Miss)
242                                 ? PreMatch[Miss].Score + matchBonus(P, W, Miss)
243                                 : AwfulScore;
244       Score[Match] = (MatchMatchScore > MissMatchScore)
245                          ? ScoreInfo{MatchMatchScore, Match}
246                          : ScoreInfo{MissMatchScore, Miss};
247     }
248   }
249 }
250 
allowMatch(int P,int W,Action Last) const251 bool FuzzyMatcher::allowMatch(int P, int W, Action Last) const {
252   if (LowPat[P] != LowWord[W])
253     return false;
254   // We require a "strong" match:
255   // - for the first pattern character.  [foo] !~ "barefoot"
256   // - after a gap.                      [pat] !~ "patnther"
257   if (Last == Miss) {
258     // We're banning matches outright, so conservatively accept some other cases
259     // where our segmentation might be wrong:
260     //  - allow matching B in ABCDef (but not in NDEBUG)
261     //  - we'd like to accept print in sprintf, but too many false positives
262     if (WordRole[W] == Tail &&
263         (Word[W] == LowWord[W] || !(WordTypeSet & 1 << Lower)))
264       return false;
265   }
266   return true;
267 }
268 
skipPenalty(int W,Action Last) const269 int FuzzyMatcher::skipPenalty(int W, Action Last) const {
270   if (W == 0) // Skipping the first character.
271     return 3;
272   if (WordRole[W] == Head) // Skipping a segment.
273     return 1; // We want to keep this lower than a consecutive match bonus.
274   // Instead of penalizing non-consecutive matches, we give a bonus to a
275   // consecutive match in matchBonus. This produces a better score distribution
276   // than penalties in case of small patterns, e.g. 'up' for 'unique_ptr'.
277   return 0;
278 }
279 
matchBonus(int P,int W,Action Last) const280 int FuzzyMatcher::matchBonus(int P, int W, Action Last) const {
281   assert(LowPat[P] == LowWord[W]);
282   int S = 1;
283   bool IsPatSingleCase =
284       (PatTypeSet == 1 << Lower) || (PatTypeSet == 1 << Upper);
285   // Bonus: case matches, or a Head in the pattern aligns with one in the word.
286   // Single-case patterns lack segmentation signals and we assume any character
287   // can be a head of a segment.
288   if (Pat[P] == Word[W] ||
289       (WordRole[W] == Head && (IsPatSingleCase || PatRole[P] == Head)))
290     ++S;
291   // Bonus: a consecutive match. First character match also gets a bonus to
292   // ensure prefix final match score normalizes to 1.0.
293   if (W == 0 || Last == Match)
294     S += 2;
295   // Penalty: matching inside a segment (and previous char wasn't matched).
296   if (WordRole[W] == Tail && P && Last == Miss)
297     S -= 3;
298   // Penalty: a Head in the pattern matches in the middle of a word segment.
299   if (PatRole[P] == Head && WordRole[W] == Tail)
300     --S;
301   // Penalty: matching the first pattern character in the middle of a segment.
302   if (P == 0 && WordRole[W] == Tail)
303     S -= 4;
304   assert(S <= PerfectBonus);
305   return S;
306 }
307 
dumpLast(llvm::raw_ostream & OS) const308 llvm::SmallString<256> FuzzyMatcher::dumpLast(llvm::raw_ostream &OS) const {
309   llvm::SmallString<256> Result;
310   OS << "=== Match \"" << llvm::StringRef(Word, WordN) << "\" against ["
311      << llvm::StringRef(Pat, PatN) << "] ===\n";
312   if (PatN == 0) {
313     OS << "Pattern is empty: perfect match.\n";
314     return Result = llvm::StringRef(Word, WordN);
315   }
316   if (WordN == 0) {
317     OS << "Word is empty: no match.\n";
318     return Result;
319   }
320   if (!WordContainsPattern) {
321     OS << "Substring check failed.\n";
322     return Result;
323   } else if (isAwful(std::max(Scores[PatN][WordN][Match].Score,
324                               Scores[PatN][WordN][Miss].Score))) {
325     OS << "Substring check passed, but all matches are forbidden\n";
326   }
327   if (!(PatTypeSet & 1 << Upper))
328     OS << "Lowercase query, so scoring ignores case\n";
329 
330   // Traverse Matched table backwards to reconstruct the Pattern/Word mapping.
331   // The Score table has cumulative scores, subtracting along this path gives
332   // us the per-letter scores.
333   Action Last =
334       (Scores[PatN][WordN][Match].Score > Scores[PatN][WordN][Miss].Score)
335           ? Match
336           : Miss;
337   int S[MaxWord];
338   Action A[MaxWord];
339   for (int W = WordN - 1, P = PatN - 1; W >= 0; --W) {
340     A[W] = Last;
341     const auto &Cell = Scores[P + 1][W + 1][Last];
342     if (Last == Match)
343       --P;
344     const auto &Prev = Scores[P + 1][W][Cell.Prev];
345     S[W] = Cell.Score - Prev.Score;
346     Last = Cell.Prev;
347   }
348   for (int I = 0; I < WordN; ++I) {
349     if (A[I] == Match && (I == 0 || A[I - 1] == Miss))
350       Result.push_back('[');
351     if (A[I] == Miss && I > 0 && A[I - 1] == Match)
352       Result.push_back(']');
353     Result.push_back(Word[I]);
354   }
355   if (A[WordN - 1] == Match)
356     Result.push_back(']');
357 
358   for (char C : llvm::StringRef(Word, WordN))
359     OS << " " << C << " ";
360   OS << "\n";
361   for (int I = 0, J = 0; I < WordN; I++)
362     OS << " " << (A[I] == Match ? Pat[J++] : ' ') << " ";
363   OS << "\n";
364   for (int I = 0; I < WordN; I++)
365     OS << llvm::format("%2d ", S[I]);
366   OS << "\n";
367 
368   OS << "\nSegmentation:";
369   OS << "\n'" << llvm::StringRef(Word, WordN) << "'\n ";
370   for (int I = 0; I < WordN; ++I)
371     OS << "?-+ "[static_cast<int>(WordRole[I])];
372   OS << "\n[" << llvm::StringRef(Pat, PatN) << "]\n ";
373   for (int I = 0; I < PatN; ++I)
374     OS << "?-+ "[static_cast<int>(PatRole[I])];
375   OS << "\n";
376 
377   OS << "\nScoring table (last-Miss, last-Match):\n";
378   OS << " |    ";
379   for (char C : llvm::StringRef(Word, WordN))
380     OS << "  " << C << " ";
381   OS << "\n";
382   OS << "-+----" << std::string(WordN * 4, '-') << "\n";
383   for (int I = 0; I <= PatN; ++I) {
384     for (Action A : {Miss, Match}) {
385       OS << ((I && A == Miss) ? Pat[I - 1] : ' ') << "|";
386       for (int J = 0; J <= WordN; ++J) {
387         if (!isAwful(Scores[I][J][A].Score))
388           OS << llvm::format("%3d%c", Scores[I][J][A].Score,
389                              Scores[I][J][A].Prev == Match ? '*' : ' ');
390         else
391           OS << "    ";
392       }
393       OS << "\n";
394     }
395   }
396 
397   return Result;
398 }
399 
400 } // namespace clangd
401 } // namespace clang
402