/* * Copyright (c) 2015, Intel Corporation * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Intel Corporation nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "nfa_dump_internal.h" #include "accel.h" #include "nfa_internal.h" #include "ue2common.h" #include // for isprint #include #ifndef DUMP_SUPPORT #error No dump support! #endif namespace ue2 { void dumpDotPreamble(FILE *dotFile) { fprintf(dotFile, "digraph NFA {\n"); fprintf(dotFile, "rankdir=LR;\n"); fprintf(dotFile, "size=\"11.5,8\"\n"); fprintf(dotFile, "node [ shape = circle ];\n"); fprintf(dotFile, "START [style=invis];\n"); } void dumpDotTrailer(FILE *dotFile) { fprintf(dotFile, "}\n"); } static void dumpFlags(const struct NFA *nfa, FILE *f) { fprintf(f, "Flags : "); if (nfa->flags & NFA_ACCEPTS_EOD) { fprintf(f, "ACCEPTS_EOD "); } if (nfa->flags & NFA_ZOMBIE) { fprintf(f, "ZOMBIE "); } fprintf(f, "\n"); } // Render an unsigned integer as a string, returning "inf/unknown" if it's // zero. static std::string value_or_inf(const u64a v) { std::ostringstream oss; if (v) { oss << v; } else { oss << "inf/unknown"; } return oss.str(); } void dumpTextReverse(const struct NFA *nfa, FILE *f) { bool twofer = false; fprintf(f, "Queue : %u\n", nfa->queueIndex); fprintf(f, "Length : %u bytes\n", nfa->length); fprintf(f, "Num Positions : %u\n", nfa->nPositions); fprintf(f, "Scratch State : %u bytes\n", nfa->scratchStateSize); fprintf(f, "Stream State : %u bytes\n", nfa->streamStateSize); dumpFlags(nfa, f); fprintf(f, "Max Width : %s\n", value_or_inf(nfa->maxWidth).c_str()); fprintf(f, "Min Width : %u\n", nfa->minWidth); fprintf(f, "BiAnchored Width : %s\n", value_or_inf(nfa->maxBiAnchoredWidth).c_str()); fprintf(f, "Max Offset : %s\n", value_or_inf(nfa->maxOffset).c_str()); fprintf(f, "Reverse Acceleration : "); switch (nfa->rAccelType) { case ACCEL_NONE: fprintf(f, "NONE\n"); return; case ACCEL_RVERM: fprintf(f, "R VERM"); break; case ACCEL_RVERM_NOCASE: fprintf(f, "R VERM NOCASE"); break; case ACCEL_RDVERM: fprintf(f, "R VERM x2"); twofer = true; break; case ACCEL_RDVERM_NOCASE: fprintf(f, "R VERM NOCASE x2"); twofer = true; break; case ACCEL_REOD: fprintf(f, "R EOD"); break; case ACCEL_REOD_NOCASE: fprintf(f, "R EOD NOCASE"); break; case ACCEL_RDEOD: fprintf(f, "R EOD x2"); twofer = true; break; case ACCEL_RDEOD_NOCASE: fprintf(f, "R EOD x2 NOCASE"); twofer = true; break; default: fprintf(f, "UNKNOWN\n"); return; } char c1 = nfa->rAccelData.array[0]; char c2 = nfa->rAccelData.array[1]; if (!twofer) { fprintf(f, " \\x%02hhx (%c) ", c1, isprint(c1) ? c1 : '?'); } else { fprintf(f, " \\x%02hhx\\x%02hhx (%c%c) ", c1, c2, isprint(c1) ? c1 : '?', isprint(c2) ? c2 : '?'); } fprintf(f, "offset %hhd\n", nfa->rAccelOffset); } } // namespace ue2