| 1 | /* |
| 2 | * Copyright (c) 2015-2017, Intel Corporation |
| 3 | * |
| 4 | * Redistribution and use in source and binary forms, with or without |
| 5 | * modification, are permitted provided that the following conditions are met: |
| 6 | * |
| 7 | * * Redistributions of source code must retain the above copyright notice, |
| 8 | * this list of conditions and the following disclaimer. |
| 9 | * * Redistributions in binary form must reproduce the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer in the |
| 11 | * documentation and/or other materials provided with the distribution. |
| 12 | * * Neither the name of Intel Corporation nor the names of its contributors |
| 13 | * may be used to endorse or promote products derived from this software |
| 14 | * without specific prior written permission. |
| 15 | * |
| 16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| 17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| 19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE |
| 20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| 21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| 22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| 23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| 24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| 25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| 26 | * POSSIBILITY OF SUCH DAMAGE. |
| 27 | */ |
| 28 | |
| 29 | /** \file |
| 30 | * \brief: NFA Graph Builder: used by Glushkov construction to construct an |
| 31 | * NGHolder from a parsed expression. |
| 32 | */ |
| 33 | |
| 34 | #ifndef NG_BUILDER_H |
| 35 | #define NG_BUILDER_H |
| 36 | |
| 37 | #include "ue2common.h" |
| 38 | |
| 39 | #include "parser/position.h" |
| 40 | #include "util/noncopyable.h" |
| 41 | |
| 42 | #include <memory> |
| 43 | |
| 44 | namespace ue2 { |
| 45 | |
| 46 | class CharReach; |
| 47 | class ReportManager; |
| 48 | struct BuiltExpression; |
| 49 | struct CompileContext; |
| 50 | |
| 51 | class ParsedExpression; |
| 52 | |
| 53 | /** \brief Abstract builder interface. Use \ref makeNFABuilder to construct |
| 54 | * one. Used by GlushkovBuildState. */ |
| 55 | class NFABuilder : noncopyable { |
| 56 | public: |
| 57 | virtual ~NFABuilder(); |
| 58 | |
| 59 | virtual Position makePositions(size_t nPositions) = 0; |
| 60 | virtual Position getStart() const = 0; |
| 61 | virtual Position getStartDotStar() const = 0; |
| 62 | virtual Position getAccept() const = 0; |
| 63 | virtual Position getAcceptEOD() const = 0; |
| 64 | |
| 65 | virtual bool isSpecialState(Position p) const = 0; |
| 66 | |
| 67 | virtual void setNodeReportID(Position position, int offsetAdjust) = 0; |
| 68 | virtual void addCharReach(Position position, const CharReach &cr) = 0; |
| 69 | |
| 70 | /* or-in vertex assertions */ |
| 71 | virtual void setAssertFlag(Position position, u32 flag) = 0; |
| 72 | virtual u32 getAssertFlag(Position position) = 0; |
| 73 | |
| 74 | virtual void addVertex(Position p) = 0; |
| 75 | |
| 76 | virtual void addEdge(Position start, Position end) = 0; |
| 77 | |
| 78 | virtual bool hasEdge(Position start, Position end) const = 0; |
| 79 | |
| 80 | virtual u32 numVertices() const = 0; |
| 81 | |
| 82 | virtual void cloneRegion(Position first, Position last, |
| 83 | unsigned posOffset) = 0; |
| 84 | |
| 85 | /** |
| 86 | * \brief Returns the built NGHolder graph and ExpressionInfo. |
| 87 | * Note that this builder cannot be used after this call. |
| 88 | */ |
| 89 | virtual BuiltExpression getGraph() = 0; |
| 90 | }; |
| 91 | |
| 92 | /** Construct a usable NFABuilder. */ |
| 93 | std::unique_ptr<NFABuilder> makeNFABuilder(ReportManager &rm, |
| 94 | const CompileContext &cc, |
| 95 | const ParsedExpression &expr); |
| 96 | |
| 97 | } // namespace ue2 |
| 98 | |
| 99 | #endif |
| 100 | |