| 1 | /* | 
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| 2 | * Copyright (c) 2015-2017, Intel Corporation | 
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| 3 | * | 
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| 4 | * Redistribution and use in source and binary forms, with or without | 
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| 5 | * modification, are permitted provided that the following conditions are met: | 
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| 6 | * | 
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| 7 | *  * Redistributions of source code must retain the above copyright notice, | 
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| 8 | *    this list of conditions and the following disclaimer. | 
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| 9 | *  * Redistributions in binary form must reproduce the above copyright | 
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| 10 | *    notice, this list of conditions and the following disclaimer in the | 
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| 11 | *    documentation and/or other materials provided with the distribution. | 
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| 12 | *  * Neither the name of Intel Corporation nor the names of its contributors | 
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| 13 | *    may be used to endorse or promote products derived from this software | 
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| 14 | *    without specific prior written permission. | 
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| 15 | * | 
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| 16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 
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| 17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
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| 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | 
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| 19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE | 
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| 20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | 
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| 21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | 
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| 22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | 
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| 23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | 
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| 24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | 
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| 25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | 
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| 26 | * POSSIBILITY OF SUCH DAMAGE. | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | /** \file | 
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| 30 | * \brief Shared build code for DFAs (McClellan, Haig). | 
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| 31 | */ | 
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| 32 |  | 
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| 33 | #ifndef NG_MCCLELLAN_INTERNAL_H | 
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| 34 | #define NG_MCCLELLAN_INTERNAL_H | 
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| 35 |  | 
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| 36 | #include "ue2common.h" | 
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| 37 | #include "nfa/mcclellancompile.h" | 
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| 38 | #include "nfagraph/ng_holder.h" | 
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| 39 | #include "util/charreach.h" | 
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| 40 | #include "util/graph_range.h" | 
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| 41 | #include "util/flat_containers.h" | 
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| 42 |  | 
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| 43 | #include <boost/dynamic_bitset.hpp> | 
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| 44 |  | 
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| 45 | #include <map> | 
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| 46 | #include <vector> | 
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| 47 |  | 
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| 48 | namespace ue2 { | 
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| 49 |  | 
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| 50 | struct raw_dfa; | 
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| 51 |  | 
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| 52 | /** Fills alpha, unalpha and returns alphabet size. */ | 
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| 53 | u16 buildAlphabetFromEquivSets(const std::vector<CharReach> &esets, | 
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| 54 | std::array<u16, ALPHABET_SIZE> &alpha, | 
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| 55 | std::array<u16, ALPHABET_SIZE> &unalpha); | 
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| 56 |  | 
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| 57 | /** \brief Calculates an alphabet remapping based on the symbols which the | 
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| 58 | * graph discriminates on. Throws in some special DFA symbols as well. */ | 
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| 59 | void calculateAlphabet(const NGHolder &g, std::array<u16, ALPHABET_SIZE> &alpha, | 
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| 60 | std::array<u16, ALPHABET_SIZE> &unalpha, u16 *alphasize); | 
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| 61 |  | 
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| 62 | void getFullTransitionFromState(const raw_dfa &n, u16 state, | 
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| 63 | u16 *out_table); | 
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| 64 |  | 
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| 65 | /** produce a map of states on which it is valid to receive tops */ | 
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| 66 | void markToppableStarts(const NGHolder &g, const flat_set<NFAVertex> &unused, | 
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| 67 | bool single_trigger, | 
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| 68 | const std::vector<std::vector<CharReach>> &triggers, | 
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| 69 | boost::dynamic_bitset<> *out); | 
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| 70 |  | 
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| 71 | /** | 
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| 72 | * \brief Returns a set of start vertices that will not participate in an | 
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| 73 | * implementation of this graph. These are either starts with no successors or | 
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| 74 | * starts which are redundant with startDs. | 
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| 75 | */ | 
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| 76 | flat_set<NFAVertex> getRedundantStarts(const NGHolder &g); | 
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| 77 |  | 
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| 78 | template<typename autom> | 
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| 79 | void transition_graph(autom &nfa, const std::vector<NFAVertex> &vByStateId, | 
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| 80 | const typename autom::StateSet &in, | 
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| 81 | typename autom::StateSet *next) { | 
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| 82 | typedef typename autom::StateSet StateSet; | 
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| 83 | const NGHolder &graph = nfa.graph; | 
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| 84 | const auto &unused = nfa.unused; | 
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| 85 | const auto &alpha = nfa.alpha; | 
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| 86 | const StateSet &squash = nfa.squash; | 
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| 87 | const std::map<u32, StateSet> &squash_mask = nfa.squash_mask; | 
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| 88 | const std::vector<CharReach> &cr_by_index = nfa.cr_by_index; | 
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| 89 |  | 
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| 90 | for (symbol_t s = 0; s < nfa.alphasize; s++) { | 
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| 91 | next[s].reset(); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | /* generate top transitions, false -> top = selfloop */ | 
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| 95 | bool top_allowed = is_triggered(graph); | 
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| 96 |  | 
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| 97 | StateSet succ = nfa.dead; | 
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| 98 | for (size_t i = in.find_first(); i != in.npos; i = in.find_next(i)) { | 
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| 99 | NFAVertex u = vByStateId[i]; | 
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| 100 |  | 
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| 101 | for (const auto &v : adjacent_vertices_range(u, graph)) { | 
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| 102 | if (contains(unused, v)) { | 
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| 103 | continue; | 
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| 104 | } | 
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| 105 | succ.set(graph[v].index); | 
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| 106 | } | 
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| 107 |  | 
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| 108 | if (top_allowed && !nfa.toppable.test(i)) { | 
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| 109 | /* we don't need to generate a top at this location as we are in | 
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| 110 | * an nfa state which cannot be on when a trigger arrives. */ | 
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| 111 | top_allowed = false; | 
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| 112 | } | 
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| 113 | } | 
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| 114 |  | 
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| 115 | StateSet active_squash = succ & squash; | 
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| 116 | if (active_squash.any()) { | 
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| 117 | for (size_t j = active_squash.find_first(); j != active_squash.npos; | 
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| 118 | j = active_squash.find_next(j)) { | 
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| 119 | succ &= squash_mask.find(j)->second; | 
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| 120 | } | 
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| 121 | } | 
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| 122 |  | 
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| 123 | for (size_t j = succ.find_first(); j != succ.npos; j = succ.find_next(j)) { | 
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| 124 | const CharReach &cr = cr_by_index[j]; | 
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| 125 | for (size_t s = cr.find_first(); s != cr.npos; s = cr.find_next(s)) { | 
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| 126 | next[s].set(j); /* already alpha'ed */ | 
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| 127 | } | 
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| 128 | } | 
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| 129 |  | 
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| 130 | next[alpha[TOP]] = in; | 
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| 131 |  | 
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| 132 | if (top_allowed) { | 
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| 133 | /* we don't add in the anchored starts as the only case as the only | 
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| 134 | * time it is appropriate is if no characters have been consumed.*/ | 
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| 135 | next[alpha[TOP]] |= nfa.initDS; | 
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| 136 |  | 
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| 137 | active_squash = next[alpha[TOP]] & squash; | 
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| 138 | if (active_squash.any()) { | 
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| 139 | for (size_t j = active_squash.find_first(); j != active_squash.npos; | 
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| 140 | j = active_squash.find_next(j)) { | 
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| 141 | next[alpha[TOP]] &= squash_mask.find(j)->second; | 
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| 142 | } | 
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| 143 | } | 
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| 144 | } | 
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| 145 | } | 
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| 146 |  | 
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| 147 | } // namespace ue2 | 
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| 148 |  | 
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| 149 | #endif | 
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| 150 |  | 
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