/* * 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 NFA graph state squashing analysis. */ #ifndef NG_SQUASH_H #define NG_SQUASH_H #include "ng_holder.h" #include "som/som.h" #include "ue2common.h" #include #include namespace ue2 { class NGHolder; class ReportManager; /** * Dynamically-sized bitset, as an NFA can have an arbitrary number of states. */ using NFAStateSet = boost::dynamic_bitset<>; /** * Populates the squash mask for each vertex (i.e. the set of states to be left * on during squashing). * * The NFAStateSet in the output map is indexed by vertex_index. */ std::unordered_map findSquashers(const NGHolder &g, som_type som = SOM_NONE); /** Filters out squash states intended only for use in DFA construction. */ void filterSquashers(const NGHolder &g, std::unordered_map &squash); /** Populates squash masks for states that can be switched off by highlander * (single match) reporters. */ std::unordered_map findHighlanderSquashers(const NGHolder &g, const ReportManager &rm); } // namespace ue2 #endif // NG_SQUASH_H