/* * Copyright (c) 2015-2017, 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. */ /** * \file * \brief Castle: multi-tenant repeat engine, compiler code. */ #ifndef NFA_CASTLECOMPILE_H #define NFA_CASTLECOMPILE_H #include "nfa_kind.h" #include "ue2common.h" #include "nfagraph/ng_repeat.h" #include "util/bytecode_ptr.h" #include "util/depth.h" #include "util/flat_containers.h" #include #include #include #include #include struct NFA; namespace ue2 { class CharReach; class NGHolder; class ReportManager; struct CompileContext; /** * \brief Prototype for a Castle engine: contains at least one CastleRepeat. * * Currently, all repeats in a Castle must have the same character * reachability. * * A CastleProto is converted into a single NFA, with each top triggering a * unique repeat. A CastleProto can contain at most CastleProto::max_occupancy * elements. */ struct CastleProto { static constexpr size_t max_occupancy = 65536; // arbitrary limit CastleProto(nfa_kind k, const PureRepeat &pr); const CharReach &reach() const; /** \brief Add a new repeat. */ u32 add(const PureRepeat &pr); /** \brief Remove a repeat. */ void erase(u32 top); /** * \brief Merge in the given repeat, returning the top used. * * If the repeat already exists in this castle, we will re-use (and return) * the old top. If it doesn't, it will be added and assigned a new top. * Returns \ref max_occupancy if capacity would be exceeded. */ u32 merge(const PureRepeat &pr); /** \brief Mapping from unique top id to repeat. */ std::map repeats; /** \brief Mapping from report to associated tops. */ std::unordered_map> report_map; /** * \brief Next top id to use. Repeats may be removed without top remapping, * so we track this explicitly instead of using repeats.size(). */ u32 next_top = 1; /** \brief Kind for this engine. */ nfa_kind kind; }; std::set all_reports(const CastleProto &proto); depth findMinWidth(const CastleProto &proto); depth findMaxWidth(const CastleProto &proto); depth findMinWidth(const CastleProto &proto, u32 top); depth findMaxWidth(const CastleProto &proto, u32 top); /** * \brief Remap tops to be contiguous. * * Remap the tops in the given CastleProto so that they're contiguous in the * range [0 .. N-1]. */ void remapCastleTops(CastleProto &proto, std::map &top_map); /** * \brief Construct an NFA from a CastleProto. * * NOTE: Tops must be contiguous, i.e. \ref remapCastleTops must have been run * first. */ bytecode_ptr buildCastle(const CastleProto &proto, const std::map>> &triggers, const CompileContext &cc, const ReportManager &rm); /** * \brief Merge two CastleProto prototypes together, if possible. If a * particular repeat from c2 is already in c1, then it will be reused rather * than adding a duplicate repeat. * * Returns true if merge of all repeats in c2 into c1 succeeds, and fills * mapping with the repeat indices. */ bool mergeCastle(CastleProto &c1, const CastleProto &c2, std::map &top_map); /** * \brief True if the two castles are identical with respect to the reports * given; i.e. the same tops lead to the same repeats, just with report1 in c1 * and report2 in c2. * * Repeats leading to other reports are ignored. */ bool is_equal(const CastleProto &c1, ReportID report1, const CastleProto &c2, ReportID report2); /** * \brief True if the two castles given are identical. */ bool is_equal(const CastleProto &c1, const CastleProto &c2); /** * \brief True if the given castle contains more than a single instance of any * of the reports in the given set. */ bool requiresDedupe(const CastleProto &proto, const flat_set &reports); /** * \brief Build an NGHolder from a CastleProto. */ std::unique_ptr makeHolder(const CastleProto &castle, const CompileContext &cc); } // namespace ue2 #endif // NFA_CASTLECOMPILE_H