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