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
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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
43struct NFA;
44
45namespace ue2 {
46
47class CharReach;
48class NGHolder;
49class ReportManager;
50struct CastleProto;
51struct CompileContext;
52struct Grey;
53
54/** \brief Construct an LBR engine from the given graph \p g. */
55bytecode_ptr<NFA>
56constructLBR(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 */
64bytecode_ptr<NFA>
65constructLBR(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