mirror of
https://github.com/VectorCamp/vectorscan.git
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199 lines
6.3 KiB
C++
199 lines
6.3 KiB
C++
/*
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* Copyright (c) 2015-2016, 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 Add redundancy to graph to assist in SOM analysis.
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*
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* Currently patterns of the form:
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*
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* /(GET|POST).*foo/
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*
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* baffle our SOM analysis as the T's get merged into one by our graph
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* reductions and they lose the fixed depth property. One way to solve this is
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* to tell the T vertex to go fork itself before we do the main SOM pass.
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*
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* Overall plan:
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*
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* 1. build a topo ordering
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* 2. walk vertices in topo order
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* 3. fix up vertices where possible
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* 4. go home
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*
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* Vertex fix up plan:
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*
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* 1. consider depth of vertex
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* - if vertex is at fixed depth continue to next vertex
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* - if vertex can be at an unbounded depth continue to next vertex
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* - if vertex has a pred which is not a fixed depth continue to next vertex
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* 2. group preds by their depth
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* 3. for each group:
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* - create a clone of the vertex (vertex props and out edges)
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* - create edges from each vertex in the group to the clone
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* - work out the depth for the clone
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* 4. blow away original vertex
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*
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* Originally in UE-1862.
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*/
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#include "ng_som_add_redundancy.h"
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#include "ng_dump.h"
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#include "ng_holder.h"
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#include "ng_util.h"
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#include "ue2common.h"
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#include "util/container.h"
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#include "util/depth.h"
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#include "util/graph.h"
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#include "util/graph_range.h"
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using namespace std;
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namespace ue2 {
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/** \brief Hard limit on the maximum number of new vertices to create. */
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static const size_t MAX_NEW_VERTICES = 32;
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static
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const DepthMinMax &getDepth(NFAVertex v, const NGHolder &g,
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const vector<DepthMinMax> &depths) {
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return depths.at(g[v].index);
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}
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static
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bool hasFloatingPred(NFAVertex v, const NGHolder &g,
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const vector<DepthMinMax> &depths) {
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for (auto u : inv_adjacent_vertices_range(v, g)) {
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const DepthMinMax &d = getDepth(u, g, depths);
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if (d.min != d.max) {
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return true;
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}
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}
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return false;
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}
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static
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bool forkVertex(NFAVertex v, NGHolder &g, vector<DepthMinMax> &depths,
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set<NFAVertex> &dead, size_t *numNewVertices) {
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map<depth, vector<NFAEdge>> predGroups;
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for (const auto &e : in_edges_range(v, g)) {
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const DepthMinMax &d = getDepth(source(e, g), g, depths);
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assert(d.min == d.max);
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predGroups[d.min].emplace_back(e);
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}
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DEBUG_PRINTF("forking vertex with %zu pred groups\n", predGroups.size());
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if (*numNewVertices + predGroups.size() > MAX_NEW_VERTICES) {
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return false;
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}
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*numNewVertices += predGroups.size();
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for (const auto &group : predGroups) {
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const depth &predDepth = group.first;
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const vector<NFAEdge> &gspreds = group.second;
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// Clone v for this depth with all its associated out-edges.
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u32 clone_idx = depths.size(); // next index to be used
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NFAVertex clone = add_vertex(g[v], g);
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depth clone_depth = predDepth + 1;
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g[clone].index = clone_idx;
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depths.emplace_back(DepthMinMax(clone_depth, clone_depth));
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DEBUG_PRINTF("cloned vertex %u with depth %s\n", clone_idx,
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clone_depth.str().c_str());
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// Add copies of the out-edges from v.
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for (const auto &e : out_edges_range(v, g)) {
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add_edge(clone, target(e, g), g[e], g);
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}
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// Add in-edges from gspreds in this group.
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for (const auto &e : gspreds) {
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add_edge(source(e, g), clone, g[e], g);
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}
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}
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clear_vertex(v, g);
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dead.insert(v);
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return true;
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}
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bool addSomRedundancy(NGHolder &g, vector<DepthMinMax> &depths) {
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DEBUG_PRINTF("entry\n");
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const vector<NFAVertex> ordering = getTopoOrdering(g);
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set<NFAVertex> dead;
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size_t numNewVertices = 0;
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for (auto it = ordering.rbegin(), ite = ordering.rend(); it != ite; ++it) {
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NFAVertex v = *it;
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if (is_special(v, g)) {
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continue;
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}
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if (!in_degree(v, g)) {
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continue; // unreachable, probably killed
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}
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const DepthMinMax &d = getDepth(v, g, depths);
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DEBUG_PRINTF("vertex %zu has depths %s\n", g[v].index,
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d.str().c_str());
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if (d.min == d.max) {
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DEBUG_PRINTF("fixed depth\n");
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continue;
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}
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if (d.max.is_unreachable()) {
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DEBUG_PRINTF("unbounded depth\n");
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continue;
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}
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if (hasFloatingPred(v, g, depths)) {
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DEBUG_PRINTF("has floating pred\n");
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continue;
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}
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if (!forkVertex(v, g, depths, dead, &numNewVertices)) {
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DEBUG_PRINTF("new vertex limit reached\n");
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break;
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}
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}
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assert(numNewVertices <= MAX_NEW_VERTICES);
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if (dead.empty()) {
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return false; // no changes made to the graph
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}
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remove_vertices(dead, g);
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return true;
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}
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} // namespace ue2
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