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 | /** |
30 | * \file |
31 | * \brief Large Bounded Repeat (LBR) engine build code. |
32 | */ |
33 | |
34 | #ifndef NG_LBR_H |
35 | #define NG_LBR_H |
36 | |
37 | #include "ue2common.h" |
38 | #include "util/bytecode_ptr.h" |
39 | |
40 | #include <memory> |
41 | #include <vector> |
42 | |
43 | struct NFA; |
44 | |
45 | namespace ue2 { |
46 | |
47 | class CharReach; |
48 | class NGHolder; |
49 | class ReportManager; |
50 | struct CastleProto; |
51 | struct CompileContext; |
52 | struct Grey; |
53 | |
54 | /** \brief Construct an LBR engine from the given graph \p g. */ |
55 | bytecode_ptr<NFA> |
56 | constructLBR(const NGHolder &g, |
57 | const std::vector<std::vector<CharReach>> &triggers, |
58 | const CompileContext &cc, const ReportManager &rm); |
59 | |
60 | /** |
61 | * \brief Construct an LBR engine from the given CastleProto, which should |
62 | * contain only one repeat. |
63 | */ |
64 | bytecode_ptr<NFA> |
65 | constructLBR(const CastleProto &proto, |
66 | const std::vector<std::vector<CharReach>> &triggers, |
67 | const CompileContext &cc, const ReportManager &rm); |
68 | |
69 | } // namespace ue2 |
70 | |
71 | #endif // NG_LBR_H |
72 | |