vectorscan/src/nfagraph/ng_region.h
Justin Viiret 9cf66b6ac9 util: switch from Boost to std::unordered set/map
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.
2017-08-21 11:14:55 +10:00

220 lines
6.8 KiB
C++

/*
* Copyright (c) 2015-2017, 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 Region analysis and utility functions.
*/
#ifndef NG_REGION_H
#define NG_REGION_H
#include "ng_holder.h"
#include "util/container.h"
#include "util/graph_range.h"
#include <unordered_map>
#include <vector>
namespace ue2 {
/** \brief Assign a region ID to every vertex in the graph. */
std::unordered_map<NFAVertex, u32> assignRegions(const NGHolder &g);
/** \brief True if vertices \p a and \p b are in the same region. */
template <class Graph>
bool inSameRegion(const Graph &g, NFAVertex a, NFAVertex b,
const std::unordered_map<NFAVertex, u32> &region_map) {
assert(contains(region_map, a) && contains(region_map, b));
return region_map.at(a) == region_map.at(b) &&
is_special(a, g) == is_special(b, g);
}
/** \brief True if vertex \p b is in a later region than vertex \p a. */
template <class Graph>
bool inLaterRegion(const Graph &g, NFAVertex a, NFAVertex b,
const std::unordered_map<NFAVertex, u32> &region_map) {
assert(contains(region_map, a) && contains(region_map, b));
u32 aa = g[a].index;
u32 bb = g[b].index;
if (bb == NODE_START || bb == NODE_START_DOTSTAR) {
return false;
}
if (aa == NODE_START || aa == NODE_START_DOTSTAR) {
return true;
}
if (bb == NODE_ACCEPT || bb == NODE_ACCEPT_EOD) {
return true;
}
if (aa == NODE_ACCEPT || aa == NODE_ACCEPT_EOD) {
return false;
}
return region_map.at(a) < region_map.at(b);
}
/** \brief True if vertex \p b is in an earlier region than vertex \p a. */
template <class Graph>
bool inEarlierRegion(const Graph &g, NFAVertex a, NFAVertex b,
const std::unordered_map<NFAVertex, u32> &region_map) {
assert(contains(region_map, a) && contains(region_map, b));
u32 aa = g[a].index;
u32 bb = g[b].index;
if (bb == NODE_START || bb == NODE_START_DOTSTAR) {
return true;
}
if (aa == NODE_START || aa == NODE_START_DOTSTAR) {
return false;
}
if (bb == NODE_ACCEPT || bb == NODE_ACCEPT_EOD) {
return false;
}
if (aa == NODE_ACCEPT || aa == NODE_ACCEPT_EOD) {
return true;
}
return region_map.at(b) < region_map.at(a);
}
/** \brief True if vertex \p v is an entry vertex for its region. */
template <class Graph>
bool isRegionEntry(const Graph &g, NFAVertex v,
const std::unordered_map<NFAVertex, u32> &region_map) {
// Note that some graph types do not have inv_adjacent_vertices, so we must
// use in_edges here.
for (const auto &e : in_edges_range(v, g)) {
if (!inSameRegion(g, v, source(e, g), region_map)) {
return true;
}
}
return false;
}
/** \brief True if vertex \p v is an exit vertex for its region. */
template <class Graph>
bool isRegionExit(const Graph &g, NFAVertex v,
const std::unordered_map<NFAVertex, u32> &region_map) {
for (auto w : adjacent_vertices_range(v, g)) {
if (!inSameRegion(g, v, w, region_map)) {
return true;
}
}
return false;
}
/** \brief True if vertex \p v is in a region all on its own. */
template <class Graph>
bool isSingletonRegion(const Graph &g, NFAVertex v,
const std::unordered_map<NFAVertex, u32> &region_map) {
for (const auto &e : in_edges_range(v, g)) {
auto u = source(e, g);
if (u != v && inSameRegion(g, v, u, region_map)) {
return false;
}
for (auto w : ue2::adjacent_vertices_range(u, g)) {
if (w != v && inSameRegion(g, v, w, region_map)) {
return false;
}
}
}
for (auto w : adjacent_vertices_range(v, g)) {
if (w != v && inSameRegion(g, v, w, region_map)) {
return false;
}
for (const auto &e : in_edges_range(w, g)) {
auto u = source(e, g);
if (u != v && inSameRegion(g, v, u, region_map)) {
return false;
}
}
return true;
}
return true;
}
/**
* \brief True if the region containing vertex \p v is optional. The vertex \p v
* should be a region leader.
*/
template <class Graph>
bool isOptionalRegion(const Graph &g, NFAVertex v,
const std::unordered_map<NFAVertex, u32> &region_map) {
assert(isRegionEntry(g, v, region_map));
DEBUG_PRINTF("check if r%u is optional (inspecting v%zu)\n",
region_map.at(v), g[v].index);
// Region zero is never optional.
assert(contains(region_map, v));
if (region_map.at(v) == 0) {
return false;
}
// Optional if v has a predecessor in an earlier region that has a
// successor in a later one.
for (const auto &e : in_edges_range(v, g)) {
auto u = source(e, g);
if (inSameRegion(g, v, u, region_map)) {
continue;
}
DEBUG_PRINTF(" searching from u=%zu\n", g[u].index);
assert(inEarlierRegion(g, v, u, region_map));
for (auto w : adjacent_vertices_range(u, g)) {
DEBUG_PRINTF(" searching to w=%zu\n", g[w].index);
if (inLaterRegion(g, v, w, region_map)) {
return true;
}
}
return false;
}
return false;
}
} // namespace ue2
#endif