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 Shared build code for DFAs (McClellan, Haig).
31  */
32 
33 #ifndef NG_MCCLELLAN_INTERNAL_H
34 #define NG_MCCLELLAN_INTERNAL_H
35 
36 #include "ue2common.h"
37 #include "nfa/mcclellancompile.h"
38 #include "nfagraph/ng_holder.h"
39 #include "util/charreach.h"
40 #include "util/graph_range.h"
41 #include "util/flat_containers.h"
42 
43 #include <boost/dynamic_bitset.hpp>
44 
45 #include <map>
46 #include <vector>
47 
48 namespace ue2 {
49 
50 struct raw_dfa;
51 
52 /** Fills alpha, unalpha and returns alphabet size. */
53 u16 buildAlphabetFromEquivSets(const std::vector<CharReach> &esets,
54                                std::array<u16, ALPHABET_SIZE> &alpha,
55                                std::array<u16, ALPHABET_SIZE> &unalpha);
56 
57 /** \brief Calculates an alphabet remapping based on the symbols which the
58  * graph discriminates on. Throws in some special DFA symbols as well. */
59 void calculateAlphabet(const NGHolder &g, std::array<u16, ALPHABET_SIZE> &alpha,
60                        std::array<u16, ALPHABET_SIZE> &unalpha, u16 *alphasize);
61 
62 void getFullTransitionFromState(const raw_dfa &n, u16 state,
63                                 u16 *out_table);
64 
65 /** produce a map of states on which it is valid to receive tops */
66 void markToppableStarts(const NGHolder &g, const flat_set<NFAVertex> &unused,
67                         bool single_trigger,
68                         const std::vector<std::vector<CharReach>> &triggers,
69                         boost::dynamic_bitset<> *out);
70 
71 /**
72  * \brief Returns a set of start vertices that will not participate in an
73  * implementation of this graph. These are either starts with no successors or
74  * starts which are redundant with startDs.
75  */
76 flat_set<NFAVertex> getRedundantStarts(const NGHolder &g);
77 
78 template<typename autom>
transition_graph(autom & nfa,const std::vector<NFAVertex> & vByStateId,const typename autom::StateSet & in,typename autom::StateSet * next)79 void transition_graph(autom &nfa, const std::vector<NFAVertex> &vByStateId,
80                       const typename autom::StateSet &in,
81                       typename autom::StateSet *next) {
82     typedef typename autom::StateSet StateSet;
83     const NGHolder &graph = nfa.graph;
84     const auto &unused = nfa.unused;
85     const auto &alpha = nfa.alpha;
86     const StateSet &squash = nfa.squash;
87     const std::map<u32, StateSet> &squash_mask = nfa.squash_mask;
88     const std::vector<CharReach> &cr_by_index = nfa.cr_by_index;
89 
90     for (symbol_t s = 0; s < nfa.alphasize; s++) {
91         next[s].reset();
92     }
93 
94     /* generate top transitions, false -> top = selfloop */
95     bool top_allowed = is_triggered(graph);
96 
97     StateSet succ = nfa.dead;
98     for (size_t i = in.find_first(); i != in.npos; i = in.find_next(i)) {
99         NFAVertex u = vByStateId[i];
100 
101         for (const auto &v : adjacent_vertices_range(u, graph)) {
102             if (contains(unused, v)) {
103                 continue;
104             }
105             succ.set(graph[v].index);
106         }
107 
108         if (top_allowed && !nfa.toppable.test(i)) {
109             /* we don't need to generate a top at this location as we are in
110              * an nfa state which cannot be on when a trigger arrives. */
111             top_allowed = false;
112         }
113     }
114 
115     StateSet active_squash = succ & squash;
116     if (active_squash.any()) {
117         for (size_t j = active_squash.find_first(); j != active_squash.npos;
118              j = active_squash.find_next(j)) {
119             succ &= squash_mask.find(j)->second;
120         }
121     }
122 
123     for (size_t j = succ.find_first(); j != succ.npos; j = succ.find_next(j)) {
124         const CharReach &cr = cr_by_index[j];
125         for (size_t s = cr.find_first(); s != cr.npos; s = cr.find_next(s)) {
126             next[s].set(j); /* already alpha'ed */
127         }
128     }
129 
130     next[alpha[TOP]] = in;
131 
132     if (top_allowed) {
133         /* we don't add in the anchored starts as the only case as the only
134          * time it is appropriate is if no characters have been consumed.*/
135         next[alpha[TOP]] |= nfa.initDS;
136 
137         active_squash = next[alpha[TOP]] & squash;
138         if (active_squash.any()) {
139             for (size_t j = active_squash.find_first(); j != active_squash.npos;
140                  j = active_squash.find_next(j)) {
141                 next[alpha[TOP]] &= squash_mask.find(j)->second;
142             }
143         }
144     }
145 }
146 
147 } // namespace ue2
148 
149 #endif
150