vectorscan/src/nfagraph/ng_mcclellan_internal.h
2016-12-02 11:22:23 +11:00

150 lines
5.6 KiB
C++

/*
* Copyright (c) 2015-2016, 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 Shared build code for DFAs (McClellan, Haig).
*/
#ifndef NG_MCCLELLAN_INTERNAL_H
#define NG_MCCLELLAN_INTERNAL_H
#include "ue2common.h"
#include "nfa/mcclellancompile.h"
#include "nfagraph/ng_holder.h"
#include "util/charreach.h"
#include "util/graph_range.h"
#include "util/ue2_containers.h"
#include <boost/dynamic_bitset.hpp>
#include <map>
#include <vector>
namespace ue2 {
struct raw_dfa;
/** Fills alpha, unalpha and returns alphabet size. */
u16 buildAlphabetFromEquivSets(const std::vector<CharReach> &esets,
std::array<u16, ALPHABET_SIZE> &alpha,
std::array<u16, ALPHABET_SIZE> &unalpha);
/** \brief Calculates an alphabet remapping based on the symbols which the
* graph discriminates on. Throws in some special DFA symbols as well. */
void calculateAlphabet(const NGHolder &g, std::array<u16, ALPHABET_SIZE> &alpha,
std::array<u16, ALPHABET_SIZE> &unalpha, u16 *alphasize);
void getFullTransitionFromState(const raw_dfa &n, u16 state,
u16 *out_table);
/** produce a map of states on which it is valid to receive tops */
void markToppableStarts(const NGHolder &g, const flat_set<NFAVertex> &unused,
bool single_trigger,
const std::vector<std::vector<CharReach>> &triggers,
boost::dynamic_bitset<> *out);
/**
* \brief Returns a set of start vertices that will not participate in an
* implementation of this graph. These are either starts with no successors or
* starts which are redundant with startDs.
*/
flat_set<NFAVertex> getRedundantStarts(const NGHolder &g);
template<typename autom>
void transition_graph(autom &nfa, const std::vector<NFAVertex> &vByStateId,
const typename autom::StateSet &in,
typename autom::StateSet *next) {
typedef typename autom::StateSet StateSet;
const NGHolder &graph = nfa.graph;
const auto &unused = nfa.unused;
const auto &alpha = nfa.alpha;
const StateSet &squash = nfa.squash;
const std::map<u32, StateSet> &squash_mask = nfa.squash_mask;
const std::vector<CharReach> &cr_by_index = nfa.cr_by_index;
for (symbol_t s = 0; s < nfa.alphasize; s++) {
next[s].reset();
}
/* generate top transitions, false -> top = selfloop */
bool top_allowed = is_triggered(graph);
StateSet succ = nfa.dead;
for (size_t i = in.find_first(); i != in.npos; i = in.find_next(i)) {
NFAVertex u = vByStateId[i];
for (const auto &v : adjacent_vertices_range(u, graph)) {
if (contains(unused, v)) {
continue;
}
succ.set(graph[v].index);
}
if (top_allowed && !nfa.toppable.test(i)) {
/* we don't need to generate a top at this location as we are in
* an nfa state which cannot be on when a trigger arrives. */
top_allowed = false;
}
}
StateSet active_squash = succ & squash;
if (active_squash.any()) {
for (size_t j = active_squash.find_first(); j != active_squash.npos;
j = active_squash.find_next(j)) {
succ &= squash_mask.find(j)->second;
}
}
for (size_t j = succ.find_first(); j != succ.npos; j = succ.find_next(j)) {
const CharReach &cr = cr_by_index[j];
for (size_t s = cr.find_first(); s != cr.npos; s = cr.find_next(s)) {
next[s].set(j); /* already alpha'ed */
}
}
next[alpha[TOP]] = in;
if (top_allowed) {
/* we don't add in the anchored starts as the only case as the only
* time it is appropriate is if no characters have been consumed.*/
next[alpha[TOP]] |= nfa.initDS;
active_squash = next[alpha[TOP]] & squash;
if (active_squash.any()) {
for (size_t j = active_squash.find_first(); j != active_squash.npos;
j = active_squash.find_next(j)) {
next[alpha[TOP]] &= squash_mask.find(j)->second;
}
}
}
}
} // namespace ue2
#endif