/* * 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. */ /** \file * \brief Stop Alphabet calculation. */ #include "ng_stop.h" #include "ng_depth.h" #include "ng_holder.h" #include "ng_misc_opt.h" #include "ng_util.h" #include "ue2common.h" #include "nfa/castlecompile.h" #include "som/som.h" #include "util/charreach.h" #include "util/container.h" #include "util/dump_charclass.h" #include "util/graph.h" #include "util/graph_range.h" #include "util/verify_types.h" #include #include #include using namespace std; namespace ue2 { /** Stop alphabet depth threshold. */ static const u32 MAX_STOP_DEPTH = 8; namespace { /** Depths from start, startDs for this graph. */ struct InitDepths { explicit InitDepths(const NGHolder &g) { calcDepthsFrom(g, g.start, start); calcDepthsFrom(g, g.startDs, startDs); } depth maxDist(const NGHolder &g, NFAVertex v) const { u32 idx = g[v].index; assert(idx < start.size() && idx < startDs.size()); const depth &d_start = start.at(idx).max; const depth &d_startDs = startDs.at(idx).max; if (d_start.is_unreachable()) { return d_startDs; } else if (d_startDs.is_unreachable()) { return d_start; } return max(d_start, d_startDs); } private: vector start; vector startDs; }; } // namespace /** Find the set of characters that are not present in the reachability of * graph \p g after a certain depth (currently 8). If a character in this set * is encountered, it means that the NFA is either dead or has not progressed * more than 8 characters from its start states. */ CharReach findStopAlphabet(const NGHolder &g, som_type som) { const depth max_depth(MAX_STOP_DEPTH); const InitDepths depths(g); const map no_vertices; CharReach stopcr; for (auto v : vertices_range(g)) { if (is_special(v, g)) { continue; } if (depths.maxDist(g, v) >= max_depth) { if (som == SOM_NONE) { stopcr |= reduced_cr(v, g, no_vertices); } else { stopcr |= g[v].char_reach; } } } // Turn alphabet into stops. stopcr.flip(); return stopcr; } /** Calculate the stop alphabet for each depth from 0 to MAX_STOP_DEPTH. Then * build an eight-bit mask per character C, with each bit representing the * depth before the location of character C (if encountered) that the NFA would * be in a predictable start state. */ vector findLeftOffsetStopAlphabet(const NGHolder &g, som_type som) { const depth max_depth(MAX_STOP_DEPTH); const InitDepths depths(g); const map no_vertices; vector reach(MAX_STOP_DEPTH); for (auto v : vertices_range(g)) { if (is_special(v, g)) { continue; } CharReach v_cr; if (som == SOM_NONE) { v_cr = reduced_cr(v, g, no_vertices); } else { v_cr = g[v].char_reach; } u32 d = min(max_depth, depths.maxDist(g, v)); for (u32 i = 0; i < d; i++) { reach[i] |= v_cr; } } #ifdef DEBUG for (u32 i = 0; i < MAX_STOP_DEPTH; i++) { DEBUG_PRINTF("depth %u, stop chars: ", i); describeClass(stdout, ~reach[i], 20, CC_OUT_TEXT); printf("\n"); } #endif vector stop(N_CHARS, 0); for (u32 i = 0; i < MAX_STOP_DEPTH; i++) { CharReach cr = ~reach[i]; // invert reach for stop chars. const u8 mask = 1U << i; for (size_t c = cr.find_first(); c != cr.npos; c = cr.find_next(c)) { stop[c] |= mask; } } return stop; } vector findLeftOffsetStopAlphabet(const CastleProto &castle, UNUSED som_type som) { const depth max_width = findMaxWidth(castle); DEBUG_PRINTF("castle has reach %s and max width %s\n", describeClass(castle.reach()).c_str(), max_width.str().c_str()); const CharReach escape = ~castle.reach(); // invert reach for stop chars. u32 d = min(max_width, depth(MAX_STOP_DEPTH)); const u8 mask = verify_u8((1U << d) - 1); vector stop(N_CHARS, 0); for (size_t c = escape.find_first(); c != escape.npos; c = escape.find_next(c)) { stop[c] |= mask; } return stop; } } // namespace ue2