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https://github.com/VectorCamp/vectorscan.git
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This commit replaces the ue2::unordered_{set,map} types with their STL versions, with some new hashing utilities in util/hash.h. The new types ue2_unordered_set<T> and ue2_unordered_map<Key, T> default to using the ue2_hasher. The header util/ue2_containers.h has been removed, and the flat_set/map containers moved to util/flat_containers.h.
220 lines
6.8 KiB
C++
220 lines
6.8 KiB
C++
/*
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* Copyright (c) 2015-2017, 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 Region analysis and utility functions.
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*/
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#ifndef NG_REGION_H
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#define NG_REGION_H
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#include "ng_holder.h"
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#include "util/container.h"
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#include "util/graph_range.h"
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#include <unordered_map>
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#include <vector>
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namespace ue2 {
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/** \brief Assign a region ID to every vertex in the graph. */
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std::unordered_map<NFAVertex, u32> assignRegions(const NGHolder &g);
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/** \brief True if vertices \p a and \p b are in the same region. */
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template <class Graph>
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bool inSameRegion(const Graph &g, NFAVertex a, NFAVertex b,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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assert(contains(region_map, a) && contains(region_map, b));
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return region_map.at(a) == region_map.at(b) &&
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is_special(a, g) == is_special(b, g);
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}
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/** \brief True if vertex \p b is in a later region than vertex \p a. */
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template <class Graph>
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bool inLaterRegion(const Graph &g, NFAVertex a, NFAVertex b,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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assert(contains(region_map, a) && contains(region_map, b));
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u32 aa = g[a].index;
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u32 bb = g[b].index;
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if (bb == NODE_START || bb == NODE_START_DOTSTAR) {
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return false;
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}
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if (aa == NODE_START || aa == NODE_START_DOTSTAR) {
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return true;
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}
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if (bb == NODE_ACCEPT || bb == NODE_ACCEPT_EOD) {
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return true;
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}
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if (aa == NODE_ACCEPT || aa == NODE_ACCEPT_EOD) {
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return false;
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}
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return region_map.at(a) < region_map.at(b);
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}
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/** \brief True if vertex \p b is in an earlier region than vertex \p a. */
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template <class Graph>
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bool inEarlierRegion(const Graph &g, NFAVertex a, NFAVertex b,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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assert(contains(region_map, a) && contains(region_map, b));
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u32 aa = g[a].index;
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u32 bb = g[b].index;
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if (bb == NODE_START || bb == NODE_START_DOTSTAR) {
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return true;
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}
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if (aa == NODE_START || aa == NODE_START_DOTSTAR) {
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return false;
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}
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if (bb == NODE_ACCEPT || bb == NODE_ACCEPT_EOD) {
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return false;
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}
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if (aa == NODE_ACCEPT || aa == NODE_ACCEPT_EOD) {
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return true;
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}
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return region_map.at(b) < region_map.at(a);
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}
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/** \brief True if vertex \p v is an entry vertex for its region. */
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template <class Graph>
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bool isRegionEntry(const Graph &g, NFAVertex v,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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// Note that some graph types do not have inv_adjacent_vertices, so we must
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// use in_edges here.
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for (const auto &e : in_edges_range(v, g)) {
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if (!inSameRegion(g, v, source(e, g), region_map)) {
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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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/** \brief True if vertex \p v is an exit vertex for its region. */
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template <class Graph>
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bool isRegionExit(const Graph &g, NFAVertex v,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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for (auto w : adjacent_vertices_range(v, g)) {
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if (!inSameRegion(g, v, w, region_map)) {
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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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/** \brief True if vertex \p v is in a region all on its own. */
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template <class Graph>
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bool isSingletonRegion(const Graph &g, NFAVertex v,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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for (const auto &e : in_edges_range(v, g)) {
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auto u = source(e, g);
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if (u != v && inSameRegion(g, v, u, region_map)) {
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return false;
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}
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for (auto w : ue2::adjacent_vertices_range(u, g)) {
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if (w != v && inSameRegion(g, v, w, region_map)) {
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return false;
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}
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}
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}
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for (auto w : adjacent_vertices_range(v, g)) {
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if (w != v && inSameRegion(g, v, w, region_map)) {
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return false;
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}
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for (const auto &e : in_edges_range(w, g)) {
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auto u = source(e, g);
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if (u != v && inSameRegion(g, v, u, region_map)) {
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return false;
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}
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}
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return true;
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}
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return true;
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}
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/**
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* \brief True if the region containing vertex \p v is optional. The vertex \p v
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* should be a region leader.
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*/
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template <class Graph>
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bool isOptionalRegion(const Graph &g, NFAVertex v,
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const std::unordered_map<NFAVertex, u32> ®ion_map) {
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assert(isRegionEntry(g, v, region_map));
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DEBUG_PRINTF("check if r%u is optional (inspecting v%zu)\n",
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region_map.at(v), g[v].index);
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// Region zero is never optional.
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assert(contains(region_map, v));
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if (region_map.at(v) == 0) {
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return false;
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}
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// Optional if v has a predecessor in an earlier region that has a
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// successor in a later one.
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for (const auto &e : in_edges_range(v, g)) {
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auto u = source(e, g);
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if (inSameRegion(g, v, u, region_map)) {
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continue;
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}
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DEBUG_PRINTF(" searching from u=%zu\n", g[u].index);
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assert(inEarlierRegion(g, v, u, region_map));
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for (auto w : adjacent_vertices_range(u, g)) {
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DEBUG_PRINTF(" searching to w=%zu\n", g[w].index);
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if (inLaterRegion(g, v, w, region_map)) {
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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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return false;
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}
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} // namespace ue2
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#endif
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