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tamarama: add container engine for exclusive nfas
Add the new Tamarama engine that acts as a container for infix/suffix engines that can be proven to run exclusively of one another. This reduces stream state for pattern sets with many exclusive engines.
This commit is contained in:
131
src/util/clique.cpp
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131
src/util/clique.cpp
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/*
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* Copyright (c) 2016, 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 An algorithm to find cliques.
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*/
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#include "clique.h"
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#include "container.h"
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#include "graph_range.h"
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#include "make_unique.h"
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#include "ue2_containers.h"
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#include <map>
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#include <set>
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#include <stack>
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using namespace std;
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namespace ue2 {
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static
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vector<u32> getNeighborInfo(const CliqueGraph &g,
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const CliqueVertex &cv, const set<u32> &group) {
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u32 id = g[cv].stateId;
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vector<u32> neighbor;
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// find neighbors for cv
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for (const auto &v : adjacent_vertices_range(cv, g)) {
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if (g[v].stateId != id && contains(group, g[v].stateId)){
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neighbor.push_back(g[v].stateId);
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DEBUG_PRINTF("Neighbor:%u\n", g[v].stateId);
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}
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}
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return neighbor;
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}
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static
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vector<u32> findCliqueGroup(CliqueGraph &cg) {
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stack<vector<u32>> gStack;
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// Create mapping between vertex and id
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map<u32, CliqueVertex> vertexMap;
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vector<u32> init;
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for (const auto &v : vertices_range(cg)) {
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vertexMap[cg[v].stateId] = v;
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init.push_back(cg[v].stateId);
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}
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gStack.push(init);
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// Get the vertex to start from
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vector<u32> clique;
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while (!gStack.empty()) {
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vector<u32> g = move(gStack.top());
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gStack.pop();
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// Choose a vertex from the graph
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u32 id = g[0];
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CliqueVertex &n = vertexMap.at(id);
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clique.push_back(id);
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// Corresponding vertex in the original graph
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set<u32> subgraphId(g.begin(), g.end());
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auto neighbor = getNeighborInfo(cg, n, subgraphId);
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// Get graph consisting of neighbors for left branch
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if (!neighbor.empty()) {
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gStack.push(neighbor);
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}
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}
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return clique;
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}
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template<typename Graph>
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bool graph_empty(const Graph &g) {
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typename Graph::vertex_iterator vi, ve;
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tie(vi, ve) = vertices(g);
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return vi == ve;
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}
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vector<vector<u32>> removeClique(CliqueGraph &cg) {
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DEBUG_PRINTF("graph size:%lu\n", num_vertices(cg));
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vector<vector<u32>> cliquesVec = {findCliqueGroup(cg)};
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while (!graph_empty(cg)) {
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const vector<u32> &c = cliquesVec.back();
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vector<CliqueVertex> dead;
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for (const auto &v : vertices_range(cg)) {
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u32 id = cg[v].stateId;
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if (find(c.begin(), c.end(), id) != c.end()) {
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dead.push_back(v);
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}
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}
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for (const auto &v : dead) {
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clear_vertex(v, cg);
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remove_vertex(v, cg);
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}
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if (graph_empty(cg)) {
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break;
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}
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auto clique = findCliqueGroup(cg);
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cliquesVec.push_back(clique);
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}
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return cliquesVec;
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}
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} // namespace ue2
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60
src/util/clique.h
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60
src/util/clique.h
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@@ -0,0 +1,60 @@
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/*
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* Copyright (c) 2016, 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 An algorithm to find cliques.
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*/
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#ifndef CLIQUE_H
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#define CLIQUE_H
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#include "ue2common.h"
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#include <vector>
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#include <boost/graph/adjacency_list.hpp>
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namespace ue2 {
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struct CliqueVertexProps {
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CliqueVertexProps() {}
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explicit CliqueVertexProps(u32 state_in) : stateId(state_in) {}
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u32 stateId = ~0U;
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};
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typedef boost::adjacency_list<boost::listS, boost::listS, boost::undirectedS,
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CliqueVertexProps> CliqueGraph;
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typedef CliqueGraph::vertex_descriptor CliqueVertex;
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/** \brief Returns a vector of cliques found in a graph. */
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std::vector<std::vector<u32>> removeClique(CliqueGraph &cg);
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} // namespace ue2
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#endif
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