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Initial commit of Hyperscan
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src/parser/AsciiComponentClass.cpp
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159
src/parser/AsciiComponentClass.cpp
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/*
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* Copyright (c) 2015, Intel Corporation
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Intel Corporation nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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/** \file
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* \brief Character classes and their mnemonics.
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*/
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#include "AsciiComponentClass.h"
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#include "Utf8ComponentClass.h"
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#include "buildstate.h"
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#include "parse_error.h"
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#include "position.h"
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#include "position_info.h"
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#include "nfagraph/ng_builder.h"
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#include "util/charreach_util.h"
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using namespace std;
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namespace ue2 {
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AsciiComponentClass::AsciiComponentClass(const ParseMode &mode_in)
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: ComponentClass(mode_in), position(GlushkovBuildState::POS_UNINITIALIZED) {
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assert(!mode.utf8);
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}
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AsciiComponentClass *AsciiComponentClass::clone() const {
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return new AsciiComponentClass(*this);
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}
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bool AsciiComponentClass::class_empty(void) const {
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return cr.none() && cr_ucp.none();
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}
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void AsciiComponentClass::createRange(unichar to) {
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assert(range_start <= 0xff);
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unsigned char from = (u8)range_start;
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if (from > to) {
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throw LocatedParseError("Range out of order in character class");
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} else {
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in_cand_range = false;
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cr.setRange(from, to);
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range_start = INVALID_UNICODE;
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}
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}
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void AsciiComponentClass::notePositions(GlushkovBuildState &bs) {
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// We should always be finalized by now.
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assert(finalized);
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NFABuilder &builder = bs.getBuilder();
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position = builder.makePositions(1);
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builder.addCharReach(position, cr);
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builder.setNodeReportID(position, 0 /* offset adj */);
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recordPosBounds(position, position + 1);
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}
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void AsciiComponentClass::buildFollowSet(GlushkovBuildState &,
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const vector<PositionInfo> &) {
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// all follow set construction is handled by firsts/lasts
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}
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void AsciiComponentClass::add(PredefinedClass c, bool negative) {
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if (in_cand_range) { // can't form a range here
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throw LocatedParseError("Invalid range in character class");
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}
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DEBUG_PRINTF("getting %u %s\n", (u32)c, negative ? "^" : "");
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if (mode.ucp) {
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c = translateForUcpMode(c, mode);
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}
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CharReach pcr = getPredefinedCharReach(c, mode);
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if (negative) {
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pcr.flip();
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}
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if (isUcp(c)) {
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cr_ucp |= pcr;
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} else {
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cr |= pcr;
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}
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range_start = INVALID_UNICODE;
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in_cand_range = false;
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}
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void AsciiComponentClass::add(unichar c) {
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DEBUG_PRINTF("adding \\x%02x\n", c);
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if (c > 0xff) { // too big!
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throw LocatedParseError("Hexadecimal value is greater than \\xFF");
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}
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if (in_cand_range) {
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createRange(c);
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return;
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}
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cr.set(c);
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range_start = c;
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}
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void AsciiComponentClass::finalize() {
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if (finalized) {
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return;
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}
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// Handle unclosed ranges, like '[a-]' and '[a-\Q\E]' -- in these cases the
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// dash is a literal dash.
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if (in_cand_range) {
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cr.set('-');
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in_cand_range = false;
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}
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if (mode.caseless) {
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make_caseless(&cr);
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}
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cr |= cr_ucp; /* characters from ucp props don't participate in caseless */
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if (m_negate) {
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cr.flip();
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}
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finalized = true;
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}
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vector<PositionInfo> AsciiComponentClass::first(void) const {
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return vector<PositionInfo>(1, PositionInfo(position));
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}
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vector<PositionInfo> AsciiComponentClass::last(void) const {
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return vector<PositionInfo>(1, PositionInfo(position));
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}
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} // namespace ue2
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