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https://github.com/VectorCamp/vectorscan.git
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427 lines
13 KiB
C++
427 lines
13 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 Splits an NFA graph into its connected components.
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*
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* This pass takes a NGHolder and splits its graph into a set of connected
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* components, returning them as individual NGHolder graphs. For example, the
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* graph for the regex /foo.*bar|[a-z]{7,13}|hatstand|teakettle$/ will be split
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* into four NGHolders, representing these four components:
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*
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* - /foo.*bar/
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* - /[a-z]{7,13}/
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* - /hatstand/
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* - /teakettle$/
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*
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* The pass operates by creating an undirected graph from the input graph, and
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* then using the BGL's connected_components algorithm to do the work, cloning
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* the identified components into their own graphs. A "shell" of vertices
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* is identified and removed first from the head and tail of the graph, in
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* order to handle cases where there is a common head/tail region.
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*
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* Trivial cases, such as an alternation of single vertices like /a|b|c|d|e|f/,
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* are not split, as later optimisations will handle these cases efficiently.
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*/
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#include "ng_calc_components.h"
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#include "ng_depth.h"
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#include "ng_holder.h"
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#include "ng_prune.h"
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#include "ng_undirected.h"
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#include "ng_util.h"
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#include "ue2common.h"
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#include "util/graph_range.h"
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#include "util/make_unique.h"
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#include <map>
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#include <vector>
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#include <boost/graph/connected_components.hpp>
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using namespace std;
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namespace ue2 {
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static constexpr u32 MAX_HEAD_SHELL_DEPTH = 3;
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static constexpr u32 MAX_TAIL_SHELL_DEPTH = 3;
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/**
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* \brief Returns true if the whole graph is just an alternation of character
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* classes.
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*/
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bool isAlternationOfClasses(const NGHolder &g) {
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for (auto v : vertices_range(g)) {
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if (is_special(v, g)) {
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continue;
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}
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// Vertex must have in edges from starts only.
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for (auto u : inv_adjacent_vertices_range(v, g)) {
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if (!is_any_start(u, g)) {
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return false;
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}
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}
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// Vertex must have out edges to accepts only.
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for (auto w : adjacent_vertices_range(v, g)) {
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if (!is_any_accept(w, g)) {
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return false;
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}
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}
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}
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DEBUG_PRINTF("alternation of single states, treating as one comp\n");
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return true;
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}
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/**
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* \brief Compute initial max distance to v from start (i.e. ignoring its own
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* self-loop).
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*/
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static
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depth max_dist_from_start(const NGHolder &g,
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const vector<NFAVertexBidiDepth> &depths,
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NFAVertex v) {
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depth max_depth(0);
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for (const auto u : inv_adjacent_vertices_range(v, g)) {
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if (u == v) {
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continue;
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}
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const auto &d = depths.at(g[u].index);
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if (d.fromStart.max.is_reachable()) {
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max_depth = max(max_depth, d.fromStart.max);
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}
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if (d.fromStartDotStar.max.is_reachable()) {
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max_depth = max(max_depth, d.fromStartDotStar.max);
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}
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}
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return max_depth + 1;
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}
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/**
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* \brief Compute initial max depth from v from accept (i.e. ignoring its own
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* self-loop).
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*/
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static
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depth max_dist_to_accept(const NGHolder &g,
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const vector<NFAVertexBidiDepth> &depths,
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NFAVertex v) {
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depth max_depth(0);
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for (const auto w : adjacent_vertices_range(v, g)) {
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if (w == v) {
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continue;
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}
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const auto &d = depths.at(g[w].index);
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if (d.toAccept.max.is_reachable()) {
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max_depth = max(max_depth, d.toAccept.max);
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}
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if (d.toAcceptEod.max.is_reachable()) {
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max_depth = max(max_depth, d.toAcceptEod.max);
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}
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}
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return max_depth + 1;
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}
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static
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flat_set<NFAVertex> findHeadShell(const NGHolder &g,
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const vector<NFAVertexBidiDepth> &depths,
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const depth &max_dist) {
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flat_set<NFAVertex> shell;
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for (auto v : vertices_range(g)) {
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if (is_special(v, g)) {
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continue;
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}
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if (max_dist_from_start(g, depths, v) <= max_dist) {
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shell.insert(v);
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}
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}
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for (UNUSED auto v : shell) {
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DEBUG_PRINTF("shell: %zu\n", g[v].index);
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}
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return shell;
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}
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static
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flat_set<NFAVertex> findTailShell(const NGHolder &g,
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const vector<NFAVertexBidiDepth> &depths,
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const depth &max_dist) {
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flat_set<NFAVertex> shell;
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for (auto v : vertices_range(g)) {
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if (is_special(v, g)) {
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continue;
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}
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if (max_dist_to_accept(g, depths, v) <= max_dist) {
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shell.insert(v);
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}
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}
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for (UNUSED auto v : shell) {
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DEBUG_PRINTF("shell: %zu\n", g[v].index);
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}
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return shell;
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}
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static
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vector<NFAEdge> findShellEdges(const NGHolder &g,
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const flat_set<NFAVertex> &head_shell,
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const flat_set<NFAVertex> &tail_shell) {
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vector<NFAEdge> shell_edges;
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for (const auto &e : edges_range(g)) {
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auto u = source(e, g);
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auto v = target(e, g);
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if (v == g.startDs && is_any_start(u, g)) {
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continue;
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}
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if (u == g.accept && v == g.acceptEod) {
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continue;
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}
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if ((is_special(u, g) || contains(head_shell, u)) &&
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(is_special(v, g) || contains(tail_shell, v))) {
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DEBUG_PRINTF("edge (%zu,%zu) is a shell edge\n", g[u].index,
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g[v].index);
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shell_edges.push_back(e);
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}
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}
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return shell_edges;
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}
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static
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void removeVertices(const flat_set<NFAVertex> &verts, NFAUndirectedGraph &ug,
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ue2::unordered_map<NFAVertex, NFAUndirectedVertex> &old2new,
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ue2::unordered_map<NFAUndirectedVertex, NFAVertex> &new2old) {
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for (auto v : verts) {
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assert(contains(old2new, v));
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auto uv = old2new.at(v);
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clear_vertex(uv, ug);
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remove_vertex(uv, ug);
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old2new.erase(v);
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new2old.erase(uv);
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}
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}
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static
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void renumberVertices(NFAUndirectedGraph &ug) {
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u32 vertexIndex = 0;
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for (auto uv : vertices_range(ug)) {
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put(boost::vertex_index, ug, uv, vertexIndex++);
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}
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}
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/**
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* Common code called by calc- and recalc- below. Splits the given holder into
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* one or more connected components, adding them to the comps deque.
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*/
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static
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void splitIntoComponents(const NGHolder &g, deque<unique_ptr<NGHolder>> &comps,
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const depth &max_head_depth,
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const depth &max_tail_depth, bool *shell_comp) {
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DEBUG_PRINTF("graph has %zu vertices\n", num_vertices(g));
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assert(shell_comp);
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*shell_comp = false;
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// Compute "shell" head and tail subgraphs.
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vector<NFAVertexBidiDepth> depths;
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calcDepths(g, depths);
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auto head_shell = findHeadShell(g, depths, max_head_depth);
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auto tail_shell = findTailShell(g, depths, max_tail_depth);
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for (auto v : head_shell) {
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tail_shell.erase(v);
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}
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if (head_shell.size() + tail_shell.size() + N_SPECIALS >= num_vertices(g)) {
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DEBUG_PRINTF("all in shell component\n");
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comps.push_back(cloneHolder(g));
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*shell_comp = true;
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return;
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}
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vector<NFAEdge> shell_edges = findShellEdges(g, head_shell, tail_shell);
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DEBUG_PRINTF("%zu vertices in head, %zu in tail, %zu shell edges\n",
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head_shell.size(), tail_shell.size(), shell_edges.size());
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NFAUndirectedGraph ug;
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ue2::unordered_map<NFAVertex, NFAUndirectedVertex> old2new;
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createUnGraph(g, true, true, ug, old2new);
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// Construct reverse mapping.
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ue2::unordered_map<NFAUndirectedVertex, NFAVertex> new2old;
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for (const auto &m : old2new) {
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new2old.emplace(m.second, m.first);
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}
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// Remove shells from undirected graph and renumber so we have dense
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// vertex indices.
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removeVertices(head_shell, ug, old2new, new2old);
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removeVertices(tail_shell, ug, old2new, new2old);
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renumberVertices(ug);
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map<NFAUndirectedVertex, u32> split_components;
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const u32 num = connected_components(
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ug, boost::make_assoc_property_map(split_components));
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assert(num > 0);
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if (num == 1 && shell_edges.empty()) {
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DEBUG_PRINTF("single component\n");
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comps.push_back(cloneHolder(g));
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return;
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}
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DEBUG_PRINTF("broke graph into %u components\n", num);
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vector<deque<NFAVertex>> verts(num);
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// Collect vertex lists per component.
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for (const auto &m : split_components) {
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NFAUndirectedVertex uv = m.first;
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u32 c = m.second;
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assert(contains(new2old, uv));
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NFAVertex v = new2old.at(uv);
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verts[c].push_back(v);
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DEBUG_PRINTF("vertex %zu is in comp %u\n", g[v].index, c);
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}
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ue2::unordered_map<NFAVertex, NFAVertex> v_map; // temp map for fillHolder
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for (auto &vv : verts) {
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// Shells are in every component.
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vv.insert(vv.end(), begin(head_shell), end(head_shell));
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vv.insert(vv.end(), begin(tail_shell), end(tail_shell));
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/* Sort for determinism. Still required as NFAUndirectedVertex have
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* no deterministic ordering (split_components map). */
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sort(begin(vv), end(vv));
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auto gc = ue2::make_unique<NGHolder>();
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v_map.clear();
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fillHolder(gc.get(), g, vv, &v_map);
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// Remove shell edges, which will get their own component.
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for (const auto &e : shell_edges) {
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auto cu = v_map.at(source(e, g));
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auto cv = v_map.at(target(e, g));
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assert(edge(cu, cv, *gc).second);
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remove_edge(cu, cv, *gc);
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}
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pruneUseless(*gc);
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DEBUG_PRINTF("component %zu has %zu vertices\n", comps.size(),
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num_vertices(*gc));
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comps.push_back(move(gc));
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}
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// Another component to handle the direct shell-to-shell edges.
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if (!shell_edges.empty()) {
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deque<NFAVertex> vv;
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vv.insert(vv.end(), begin(head_shell), end(head_shell));
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vv.insert(vv.end(), begin(tail_shell), end(tail_shell));
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auto gc = ue2::make_unique<NGHolder>();
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v_map.clear();
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fillHolder(gc.get(), g, vv, &v_map);
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pruneUseless(*gc);
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DEBUG_PRINTF("shell edge component %zu has %zu vertices\n",
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comps.size(), num_vertices(*gc));
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comps.push_back(move(gc));
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*shell_comp = true;
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}
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// Ensure that only vertices with accept edges have reports.
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for (auto &gc : comps) {
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assert(gc);
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clearReports(*gc);
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}
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// We should never produce empty component graphs.
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assert(all_of(begin(comps), end(comps),
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[](const unique_ptr<NGHolder> &g_comp) {
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return num_vertices(*g_comp) > N_SPECIALS;
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}));
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}
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deque<unique_ptr<NGHolder>> calcComponents(const NGHolder &g) {
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deque<unique_ptr<NGHolder>> comps;
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// For trivial cases, we needn't bother running the full
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// connected_components algorithm.
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if (isAlternationOfClasses(g)) {
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comps.push_back(cloneHolder(g));
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return comps;
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}
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bool shell_comp = false;
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splitIntoComponents(g, comps, MAX_HEAD_SHELL_DEPTH, MAX_TAIL_SHELL_DEPTH,
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&shell_comp);
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if (shell_comp) {
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DEBUG_PRINTF("re-running on shell comp\n");
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assert(!comps.empty());
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auto sc = move(comps.back());
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comps.pop_back();
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splitIntoComponents(*sc, comps, 0, 0, &shell_comp);
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}
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DEBUG_PRINTF("finished; split into %zu components\n", comps.size());
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return comps;
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}
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void recalcComponents(deque<unique_ptr<NGHolder>> &comps) {
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deque<unique_ptr<NGHolder>> out;
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for (auto &gc : comps) {
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if (!gc) {
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continue; // graph has been consumed already.
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}
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if (isAlternationOfClasses(*gc)) {
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out.push_back(move(gc));
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continue;
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}
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auto gc_comps = calcComponents(*gc);
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for (auto &elem : gc_comps) {
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out.push_back(move(elem));
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}
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}
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// Replace comps with our recalculated list.
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comps.swap(out);
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}
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} // namespace ue2
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