mirror of
https://github.com/VectorCamp/vectorscan.git
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191 lines
5.9 KiB
C++
191 lines
5.9 KiB
C++
/*
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* Copyright (c) 2015, 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 Stop Alphabet calculation.
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*/
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#include "ng_stop.h"
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#include "ng_depth.h"
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#include "ng_holder.h"
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#include "ng_misc_opt.h"
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#include "ng_util.h"
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#include "ue2common.h"
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#include "nfa/castlecompile.h"
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#include "som/som.h"
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#include "util/charreach.h"
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#include "util/container.h"
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#include "util/dump_charclass.h"
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#include "util/graph.h"
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#include "util/graph_range.h"
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#include "util/verify_types.h"
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#include <map>
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#include <set>
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#include <vector>
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using namespace std;
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namespace ue2 {
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/** Stop alphabet depth threshold. */
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static const u32 MAX_STOP_DEPTH = 8;
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namespace {
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/** Depths from start, startDs for this graph. */
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struct InitDepths {
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explicit InitDepths(const NGHolder &g) {
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calcDepthsFrom(g, g.start, start);
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calcDepthsFrom(g, g.startDs, startDs);
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}
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depth maxDist(const NGHolder &g, NFAVertex v) const {
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u32 idx = g[v].index;
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assert(idx < start.size() && idx < startDs.size());
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const depth &d_start = start.at(idx).max;
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const depth &d_startDs = startDs.at(idx).max;
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if (d_start.is_unreachable()) {
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return d_startDs;
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} else if (d_startDs.is_unreachable()) {
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return d_start;
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}
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return max(d_start, d_startDs);
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}
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private:
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vector<DepthMinMax> start;
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vector<DepthMinMax> startDs;
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};
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} // namespace
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/** Find the set of characters that are not present in the reachability of
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* graph \p g after a certain depth (currently 8). If a character in this set
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* is encountered, it means that the NFA is either dead or has not progressed
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* more than 8 characters from its start states. */
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CharReach findStopAlphabet(const NGHolder &g, som_type som) {
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const depth max_depth(MAX_STOP_DEPTH);
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const InitDepths depths(g);
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const map<NFAVertex, BoundedRepeatSummary> no_vertices;
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CharReach stopcr;
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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 (depths.maxDist(g, v) >= max_depth) {
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if (som == SOM_NONE) {
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stopcr |= reduced_cr(v, g, no_vertices);
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} else {
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stopcr |= g[v].char_reach;
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}
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}
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}
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// Turn alphabet into stops.
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stopcr.flip();
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return stopcr;
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}
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/** Calculate the stop alphabet for each depth from 0 to MAX_STOP_DEPTH. Then
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* build an eight-bit mask per character C, with each bit representing the
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* depth before the location of character C (if encountered) that the NFA would
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* be in a predictable start state. */
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vector<u8> findLeftOffsetStopAlphabet(const NGHolder &g, som_type som) {
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const depth max_depth(MAX_STOP_DEPTH);
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const InitDepths depths(g);
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const map<NFAVertex, BoundedRepeatSummary> no_vertices;
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vector<CharReach> reach(MAX_STOP_DEPTH);
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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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CharReach v_cr;
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if (som == SOM_NONE) {
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v_cr = reduced_cr(v, g, no_vertices);
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} else {
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v_cr = g[v].char_reach;
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}
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u32 d = min(max_depth, depths.maxDist(g, v));
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for (u32 i = 0; i < d; i++) {
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reach[i] |= v_cr;
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}
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}
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#ifdef DEBUG
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for (u32 i = 0; i < MAX_STOP_DEPTH; i++) {
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DEBUG_PRINTF("depth %u, stop chars: ", i);
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describeClass(stdout, ~reach[i], 20, CC_OUT_TEXT);
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printf("\n");
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}
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#endif
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vector<u8> stop(N_CHARS, 0);
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for (u32 i = 0; i < MAX_STOP_DEPTH; i++) {
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CharReach cr = ~reach[i]; // invert reach for stop chars.
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const u8 mask = 1U << i;
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for (size_t c = cr.find_first(); c != cr.npos; c = cr.find_next(c)) {
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stop[c] |= mask;
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}
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}
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return stop;
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}
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vector<u8> findLeftOffsetStopAlphabet(const CastleProto &castle,
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UNUSED som_type som) {
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const depth max_width = findMaxWidth(castle);
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DEBUG_PRINTF("castle has reach %s and max width %s\n",
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describeClass(castle.reach()).c_str(),
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max_width.str().c_str());
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const CharReach escape = ~castle.reach(); // invert reach for stop chars.
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u32 d = min(max_width, depth(MAX_STOP_DEPTH));
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const u8 mask = verify_u8((1U << d) - 1);
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vector<u8> stop(N_CHARS, 0);
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for (size_t c = escape.find_first(); c != escape.npos;
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c = escape.find_next(c)) {
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stop[c] |= mask;
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}
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return stop;
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}
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} // namespace ue2
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