| 1 | /* |
| 2 | * Copyright (c) 2015-2016, 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 Add redundancy to graph to assist in SOM analysis. |
| 31 | * |
| 32 | * Currently patterns of the form: |
| 33 | * |
| 34 | * /(GET|POST).*foo/ |
| 35 | * |
| 36 | * baffle our SOM analysis as the T's get merged into one by our graph |
| 37 | * reductions and they lose the fixed depth property. One way to solve this is |
| 38 | * to tell the T vertex to go fork itself before we do the main SOM pass. |
| 39 | * |
| 40 | * Overall plan: |
| 41 | * |
| 42 | * 1. build a topo ordering |
| 43 | * 2. walk vertices in topo order |
| 44 | * 3. fix up vertices where possible |
| 45 | * 4. go home |
| 46 | * |
| 47 | * Vertex fix up plan: |
| 48 | * |
| 49 | * 1. consider depth of vertex |
| 50 | * - if vertex is at fixed depth continue to next vertex |
| 51 | * - if vertex can be at an unbounded depth continue to next vertex |
| 52 | * - if vertex has a pred which is not a fixed depth continue to next vertex |
| 53 | * 2. group preds by their depth |
| 54 | * 3. for each group: |
| 55 | * - create a clone of the vertex (vertex props and out edges) |
| 56 | * - create edges from each vertex in the group to the clone |
| 57 | * - work out the depth for the clone |
| 58 | * 4. blow away original vertex |
| 59 | * |
| 60 | * Originally in UE-1862. |
| 61 | */ |
| 62 | #include "ng_som_add_redundancy.h" |
| 63 | |
| 64 | #include "ng_dump.h" |
| 65 | #include "ng_holder.h" |
| 66 | #include "ng_util.h" |
| 67 | #include "ue2common.h" |
| 68 | #include "util/container.h" |
| 69 | #include "util/depth.h" |
| 70 | #include "util/graph.h" |
| 71 | #include "util/graph_range.h" |
| 72 | |
| 73 | using namespace std; |
| 74 | |
| 75 | namespace ue2 { |
| 76 | |
| 77 | /** \brief Hard limit on the maximum number of new vertices to create. */ |
| 78 | static const size_t MAX_NEW_VERTICES = 32; |
| 79 | |
| 80 | static |
| 81 | const DepthMinMax &getDepth(NFAVertex v, const NGHolder &g, |
| 82 | const vector<DepthMinMax> &depths) { |
| 83 | return depths.at(g[v].index); |
| 84 | } |
| 85 | |
| 86 | static |
| 87 | bool hasFloatingPred(NFAVertex v, const NGHolder &g, |
| 88 | const vector<DepthMinMax> &depths) { |
| 89 | for (auto u : inv_adjacent_vertices_range(v, g)) { |
| 90 | const DepthMinMax &d = getDepth(u, g, depths); |
| 91 | if (d.min != d.max) { |
| 92 | return true; |
| 93 | } |
| 94 | } |
| 95 | return false; |
| 96 | } |
| 97 | |
| 98 | static |
| 99 | bool forkVertex(NFAVertex v, NGHolder &g, vector<DepthMinMax> &depths, |
| 100 | set<NFAVertex> &dead, size_t *numNewVertices) { |
| 101 | map<depth, vector<NFAEdge>> predGroups; |
| 102 | for (const auto &e : in_edges_range(v, g)) { |
| 103 | const DepthMinMax &d = getDepth(source(e, g), g, depths); |
| 104 | assert(d.min == d.max); |
| 105 | predGroups[d.min].push_back(e); |
| 106 | } |
| 107 | |
| 108 | DEBUG_PRINTF("forking vertex with %zu pred groups\n" , predGroups.size()); |
| 109 | |
| 110 | if (*numNewVertices + predGroups.size() > MAX_NEW_VERTICES) { |
| 111 | return false; |
| 112 | } |
| 113 | *numNewVertices += predGroups.size(); |
| 114 | |
| 115 | for (auto &group : predGroups) { |
| 116 | const depth &predDepth = group.first; |
| 117 | const vector<NFAEdge> &preds = group.second; |
| 118 | |
| 119 | // Clone v for this depth with all its associated out-edges. |
| 120 | u32 clone_idx = depths.size(); // next index to be used |
| 121 | NFAVertex clone = add_vertex(g[v], g); |
| 122 | depth clone_depth = predDepth + 1; |
| 123 | g[clone].index = clone_idx; |
| 124 | depths.push_back(DepthMinMax(clone_depth, clone_depth)); |
| 125 | DEBUG_PRINTF("cloned vertex %u with depth %s\n" , clone_idx, |
| 126 | clone_depth.str().c_str()); |
| 127 | |
| 128 | // Add copies of the out-edges from v. |
| 129 | for (const auto &e : out_edges_range(v, g)) { |
| 130 | add_edge(clone, target(e, g), g[e], g); |
| 131 | } |
| 132 | |
| 133 | // Add in-edges from preds in this group. |
| 134 | for (const auto &e : preds) { |
| 135 | add_edge(source(e, g), clone, g[e], g); |
| 136 | } |
| 137 | } |
| 138 | |
| 139 | clear_vertex(v, g); |
| 140 | dead.insert(v); |
| 141 | return true; |
| 142 | } |
| 143 | |
| 144 | bool addSomRedundancy(NGHolder &g, vector<DepthMinMax> &depths) { |
| 145 | DEBUG_PRINTF("entry\n" ); |
| 146 | |
| 147 | const vector<NFAVertex> ordering = getTopoOrdering(g); |
| 148 | |
| 149 | set<NFAVertex> dead; |
| 150 | size_t numNewVertices = 0; |
| 151 | |
| 152 | for (auto it = ordering.rbegin(), ite = ordering.rend(); it != ite; ++it) { |
| 153 | NFAVertex v = *it; |
| 154 | |
| 155 | if (is_special(v, g)) { |
| 156 | continue; |
| 157 | } |
| 158 | if (!in_degree(v, g)) { |
| 159 | continue; // unreachable, probably killed |
| 160 | } |
| 161 | |
| 162 | const DepthMinMax &d = getDepth(v, g, depths); |
| 163 | |
| 164 | DEBUG_PRINTF("vertex %zu has depths %s\n" , g[v].index, |
| 165 | d.str().c_str()); |
| 166 | |
| 167 | if (d.min == d.max) { |
| 168 | DEBUG_PRINTF("fixed depth\n" ); |
| 169 | continue; |
| 170 | } |
| 171 | |
| 172 | if (d.max.is_unreachable()) { |
| 173 | DEBUG_PRINTF("unbounded depth\n" ); |
| 174 | continue; |
| 175 | } |
| 176 | |
| 177 | if (hasFloatingPred(v, g, depths)) { |
| 178 | DEBUG_PRINTF("has floating pred\n" ); |
| 179 | continue; |
| 180 | } |
| 181 | |
| 182 | if (!forkVertex(v, g, depths, dead, &numNewVertices)) { |
| 183 | DEBUG_PRINTF("new vertex limit reached\n" ); |
| 184 | break; |
| 185 | } |
| 186 | } |
| 187 | |
| 188 | assert(numNewVertices <= MAX_NEW_VERTICES); |
| 189 | |
| 190 | if (dead.empty()) { |
| 191 | return false; // no changes made to the graph |
| 192 | } |
| 193 | |
| 194 | remove_vertices(dead, g); |
| 195 | return true; |
| 196 | } |
| 197 | |
| 198 | } // namespace ue2 |
| 199 | |