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authorIvan Blinkov <ivan@blinkov.ru>2022-02-10 16:47:10 +0300
committerDaniil Cherednik <dcherednik@yandex-team.ru>2022-02-10 16:47:10 +0300
commit1aeb9a455974457866f78722ad98114bafc84e8a (patch)
treee4340eaf1668684d83a0a58c36947c5def5350ad /contrib/libs/hyperscan/src/nfa/castlecompile.h
parentbd5ef432f5cfb1e18851381329d94665a4c22470 (diff)
downloadydb-1aeb9a455974457866f78722ad98114bafc84e8a.tar.gz
Restoring authorship annotation for Ivan Blinkov <ivan@blinkov.ru>. Commit 1 of 2.
Diffstat (limited to 'contrib/libs/hyperscan/src/nfa/castlecompile.h')
-rw-r--r--contrib/libs/hyperscan/src/nfa/castlecompile.h38
1 files changed, 19 insertions, 19 deletions
diff --git a/contrib/libs/hyperscan/src/nfa/castlecompile.h b/contrib/libs/hyperscan/src/nfa/castlecompile.h
index ea5f06dabc..cd830eb3a0 100644
--- a/contrib/libs/hyperscan/src/nfa/castlecompile.h
+++ b/contrib/libs/hyperscan/src/nfa/castlecompile.h
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2015-2017, Intel Corporation
+ * Copyright (c) 2015-2017, Intel Corporation
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
@@ -26,8 +26,8 @@
* POSSIBILITY OF SUCH DAMAGE.
*/
-/**
- * \file
+/**
+ * \file
* \brief Castle: multi-tenant repeat engine, compiler code.
*/
@@ -37,14 +37,14 @@
#include "nfa_kind.h"
#include "ue2common.h"
#include "nfagraph/ng_repeat.h"
-#include "util/bytecode_ptr.h"
+#include "util/bytecode_ptr.h"
#include "util/depth.h"
-#include "util/flat_containers.h"
+#include "util/flat_containers.h"
#include <map>
#include <memory>
#include <set>
-#include <unordered_map>
+#include <unordered_map>
#include <vector>
struct NFA;
@@ -53,7 +53,7 @@ namespace ue2 {
class CharReach;
class NGHolder;
-class ReportManager;
+class ReportManager;
struct CompileContext;
/**
@@ -68,7 +68,7 @@ struct CompileContext;
*/
struct CastleProto {
static constexpr size_t max_occupancy = 65536; // arbitrary limit
- CastleProto(nfa_kind k, const PureRepeat &pr);
+ CastleProto(nfa_kind k, const PureRepeat &pr);
const CharReach &reach() const;
/** \brief Add a new repeat. */
@@ -90,16 +90,16 @@ struct CastleProto {
std::map<u32, PureRepeat> repeats;
/** \brief Mapping from report to associated tops. */
- std::unordered_map<ReportID, flat_set<u32>> report_map;
+ std::unordered_map<ReportID, flat_set<u32>> report_map;
/**
* \brief Next top id to use. Repeats may be removed without top remapping,
* so we track this explicitly instead of using repeats.size().
*/
u32 next_top = 1;
-
- /** \brief Kind for this engine. */
- nfa_kind kind;
+
+ /** \brief Kind for this engine. */
+ nfa_kind kind;
};
std::set<ReportID> all_reports(const CastleProto &proto);
@@ -122,15 +122,15 @@ void remapCastleTops(CastleProto &proto, std::map<u32, u32> &top_map);
* NOTE: Tops must be contiguous, i.e. \ref remapCastleTops must have been run
* first.
*/
-bytecode_ptr<NFA>
+bytecode_ptr<NFA>
buildCastle(const CastleProto &proto,
const std::map<u32, std::vector<std::vector<CharReach>>> &triggers,
- const CompileContext &cc, const ReportManager &rm);
+ const CompileContext &cc, const ReportManager &rm);
/**
- * \brief Merge two CastleProto prototypes together, if possible. If a
- * particular repeat from c2 is already in c1, then it will be reused rather
- * than adding a duplicate repeat.
+ * \brief Merge two CastleProto prototypes together, if possible. If a
+ * particular repeat from c2 is already in c1, then it will be reused rather
+ * than adding a duplicate repeat.
*
* Returns true if merge of all repeats in c2 into c1 succeeds, and fills
* mapping with the repeat indices.
@@ -158,12 +158,12 @@ bool is_equal(const CastleProto &c1, const CastleProto &c2);
* of the reports in the given set.
*/
bool requiresDedupe(const CastleProto &proto,
- const flat_set<ReportID> &reports);
+ const flat_set<ReportID> &reports);
/**
* \brief Build an NGHolder from a CastleProto.
*/
-std::unique_ptr<NGHolder> makeHolder(const CastleProto &castle,
+std::unique_ptr<NGHolder> makeHolder(const CastleProto &castle,
const CompileContext &cc);
} // namespace ue2