vectorscan/src/parser/ComponentRepeat.cpp

370 lines
11 KiB
C++

/*
* Copyright (c) 2015, 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 Repeats ('*', '+', '?', '{M,N}', etc)
*/
#include "ComponentRepeat.h"
#include "buildstate.h"
#include "nfagraph/ng_builder.h"
#include "parse_error.h"
#include "Parser.h"
#include "position.h"
#include "position_dump.h"
#include "position_info.h"
#include "ue2common.h"
#include <algorithm>
#include <cassert>
using namespace std;
namespace ue2 {
/** \brief Hard limit on the maximum repeat for bounded repeats. */
static constexpr u32 MAX_REPEAT = 32767;
/** \brief If expanding a repeat would lead to this many positions being
* generated, we fail the pattern. */
static constexpr u32 MAX_POSITIONS_EXPANDED = 500000; // arbitrarily huge
/* no edge priorities means that if our subcomponent can be empty, our min
* extent is effectively zero. */
ComponentRepeat::ComponentRepeat(unique_ptr<Component> sub_comp_in, u32 min,
u32 max, enum RepeatType t)
: type(t), sub_comp(std::move(sub_comp_in)), m_min(min), m_max(max),
posFirst(GlushkovBuildState::POS_UNINITIALIZED),
posLast(GlushkovBuildState::POS_UNINITIALIZED) {
assert(sub_comp);
assert(max > 0);
assert(m_min <= m_max);
if (m_min > MAX_REPEAT) {
throw ParseError("Bounded repeat is too large.");
}
if (m_max != NoLimit && m_max > MAX_REPEAT) {
throw ParseError("Bounded repeat is too large.");
}
}
ComponentRepeat::~ComponentRepeat() {}
ComponentRepeat *ComponentRepeat::clone() const {
return new ComponentRepeat(*this);
}
ComponentRepeat::ComponentRepeat(const ComponentRepeat &other)
: Component(other),
type(other.type), sub_comp(unique_ptr<Component>(other.sub_comp->clone())),
m_min(other.m_min), m_max(other.m_max),
m_firsts(other.m_firsts), m_lasts(other.m_lasts),
posFirst(other.posFirst), posLast(other.posLast) {}
bool ComponentRepeat::empty() const {
return m_min == 0 || sub_comp->empty();
}
bool ComponentRepeat::repeatable() const {
return false;
}
static
void addBase(Position base, vector<PositionInfo> &firsts,
vector<PositionInfo> &lasts) {
for (auto &e : firsts) {
if (e.pos != GlushkovBuildState::POS_EPSILON) {
e.pos += base;
}
}
for (auto &e : lasts) {
e.pos += base;
}
}
static
void checkPositions(const vector<PositionInfo> &v, const GlushkovBuildState &bs) {
const NFABuilder& builder = bs.getBuilder();
for (const auto &e : v) {
// cppcheck-suppress useStlAlgorithm
if (builder.isSpecialState(e.pos)) {
throw ParseError("Embedded anchors not supported.");
}
}
}
void ComponentRepeat::notePositions(GlushkovBuildState &bs) {
assert(m_max > 0);
assert(m_max == NoLimit || m_max < MAX_REPEAT);
/* Note: We can construct smaller subgraphs if we're not maintaining edge
* priorities. */
// We create one copy only through a recursive call to notePositions(),
// first() and last(). Then we clone its positions and store the
// appropriate firsts and lasts values for the copies.
posFirst = bs.getBuilder().numVertices();
sub_comp->notePositions(bs);
u32 copies = (m_max < NoLimit) ? m_max : std::max(m_min, 1U);
DEBUG_PRINTF("building %u copies of repeated region\n", copies);
m_firsts.clear();
m_lasts.clear();
m_firsts.resize(copies);
m_lasts.resize(copies);
m_firsts[0] = sub_comp->first();
m_lasts[0] = sub_comp->last();
postSubNotePositionHook();
posLast = bs.getBuilder().numVertices() - 1;
u32 vcount = posLast + 1 - posFirst;
// If we're making more than one copy, then our firsts and lasts must only
// contain vertices inside [posFirst, posLast]: anything else means we have
// an embedded anchor or otherwise weird situation.
if (copies > 1) {
checkPositions(m_firsts[0], bs);
checkPositions(m_lasts[0], bs);
}
// Avoid enormous expansions
if (vcount * copies > MAX_POSITIONS_EXPANDED) {
throw ParseError("Bounded repeat is too large.");
}
// Add positions for the rest of the copies
size_t copyPositions = vcount * (copies - 1);
bs.getBuilder().makePositions(copyPositions);
// Calculate our firsts and lasts for the copies
for (u32 i = 1; i < copies; ++i) {
m_firsts[i] = m_firsts[0];
m_lasts[i] = m_lasts[0];
u32 base = i * vcount;
addBase(base, m_firsts[i], m_lasts[i]);
}
recordPosBounds(posFirst, bs.getBuilder().numVertices());
// Each optional repeat has an epsilon at the end of its firsts list.
for (u32 i = m_min; i < m_firsts.size(); i++) {
m_firsts[i].emplace_back(GlushkovBuildState::POS_EPSILON);
}
}
vector<PositionInfo> ComponentRepeat::first() const {
if (!m_max) {
return {};
}
assert(!m_firsts.empty()); // notePositions should already have run
const vector<PositionInfo> &firsts = m_firsts.front();
DEBUG_PRINTF("firsts = %s\n",
dumpPositions(begin(firsts), end(firsts)).c_str());
return firsts;
}
void ComponentRepeat::buildFollowSet(GlushkovBuildState &bs,
const vector<PositionInfo> &lastPos) {
if (!m_max) {
return;
}
DEBUG_PRINTF("enter\n");
// Wire up the first (the "real") entry
DEBUG_PRINTF("initial repeat\n");
sub_comp->buildFollowSet(bs, lastPos);
// Clone the subgraph we just added N times, where N is the minimum extent
// of the graph minus one, wiring them up in a linear sequence
u32 copies = m_firsts.size();
DEBUG_PRINTF("cloning %u copies of repeat\n", copies - 1);
for (u32 rep = 1; rep < copies; rep++) {
u32 offset = (posLast + 1 - posFirst) * rep;
if (offset > 0) {
bs.cloneFollowSet(posFirst, posLast, offset);
}
}
wireRepeats(bs);
DEBUG_PRINTF("leave\n");
}
void ComponentRepeat::optimise(bool connected_to_sds) {
DEBUG_PRINTF("opt %d\n", (int)connected_to_sds);
if (!connected_to_sds) {
return;
}
DEBUG_PRINTF("setting m_max to %u\n", m_min);
m_max = m_min;
}
bool ComponentRepeat::vacuous_everywhere() const {
return !m_min || sub_comp->vacuous_everywhere();
}
bool ComponentRepeat::checkEmbeddedStartAnchor(bool at_start) const {
at_start = sub_comp->checkEmbeddedStartAnchor(at_start);
if (m_max > 1) {
at_start = sub_comp->checkEmbeddedStartAnchor(at_start);
}
return at_start;
}
bool ComponentRepeat::checkEmbeddedEndAnchor(bool at_end) const {
at_end = sub_comp->checkEmbeddedEndAnchor(at_end);
if (m_max > 1) {
at_end = sub_comp->checkEmbeddedEndAnchor(at_end);
}
return at_end;
}
Component *ComponentRepeat::accept(ComponentVisitor &v) {
Component *c = v.visit(this);
if (c != this) {
v.post(this);
return c;
}
c = sub_comp->accept(v);
if (c != sub_comp.get()) {
sub_comp.reset(c);
}
v.post(this);
return !sub_comp ? nullptr : this;
}
void ComponentRepeat::accept(ConstComponentVisitor &v) const {
v.pre(*this);
sub_comp->accept(v);
v.post(*this);
}
vector<PositionInfo> ComponentRepeat::last() const {
vector<PositionInfo> lasts;
if (!m_max) {
return lasts;
}
assert(!m_firsts.empty()); // notePositions should already have run
assert(!m_lasts.empty());
const auto &l = m_min ? m_lasts[m_min - 1] : m_lasts[0];
lasts.insert(lasts.end(), l.begin(), l.end());
if (!m_min || m_min != m_lasts.size()) {
lasts.insert(lasts.end(), m_lasts.back().begin(), m_lasts.back().end());
}
DEBUG_PRINTF("lasts = %s\n",
dumpPositions(lasts.begin(), lasts.end()).c_str());
return lasts;
}
void ComponentRepeat::wireRepeats(GlushkovBuildState &bs) {
/* note: m_lasts[0] already valid */
u32 copies = m_firsts.size();
const bool isEmpty = sub_comp->empty();
const vector<PositionInfo> &optLasts =
m_min ? m_lasts[m_min - 1] : m_lasts[0];
if (!copies) {
goto inf_check;
}
DEBUG_PRINTF("wiring up %u mand repeats\n", m_min);
for (u32 rep = 1; rep < m_min; rep++) {
bs.connectRegions(m_lasts[rep - 1], m_firsts[rep]);
if (isEmpty) {
m_lasts[rep].insert(m_lasts[rep].end(), m_lasts[rep - 1].begin(),
m_lasts[rep - 1].end());
}
}
DEBUG_PRINTF("wiring up %u optional repeats\n", copies - m_min);
for (u32 rep = std::max(m_min, 1U); rep < copies; rep++) {
vector<PositionInfo> lasts = m_lasts[rep - 1];
if (rep != m_min) {
lasts.insert(lasts.end(), optLasts.begin(), optLasts.end());
sort(lasts.begin(), lasts.end());
lasts.erase(unique(lasts.begin(), lasts.end()), lasts.end());
}
bs.connectRegions(lasts, m_firsts[rep]);
}
inf_check:
// If we have no max bound, we need a self-loop as well.
if (m_max == NoLimit) {
DEBUG_PRINTF("final repeat self-loop\n");
bs.connectRegions(m_lasts.back(), m_firsts.back());
}
}
static
bool hasPositionFlags(const Component &c) {
// cppcheck-suppress useStlAlgorithm
for (const auto &e : c.first()) {
if (e.flags) {
return true;
}
}
return false;
}
void ComponentRepeat::postSubNotePositionHook() {
// UE-444 optimization: we can REWRITE m_min under various circumstances,
// so that we create smaller NFA graphs. Note that this is _not_ possible
// if our subcomponent contains a flagged position, e.g. nofloat.
if (!hasPositionFlags(*sub_comp) && sub_comp->empty()) {
m_min = 0;
}
}
unique_ptr<ComponentRepeat> makeComponentRepeat(unique_ptr<Component> sub_comp,
u32 min, u32 max,
ComponentRepeat::RepeatType t) {
return std::make_unique<ComponentRepeat>(std::move(sub_comp), min, max, t);
}
} // namespace ue2