aboutsummaryrefslogtreecommitdiffstats
path: root/contrib/libs/hyperscan/src/nfagraph/ng_som_add_redundancy.cpp
blob: 33544ec173697031fe5508856f20162a262b7fd8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
/*
 * Copyright (c) 2015-2016, Intel Corporation
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *  * Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of Intel Corporation nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

/** \file
 * \brief Add redundancy to graph to assist in SOM analysis.
 *
 * Currently patterns of the form:
 *
 *     /(GET|POST).*foo/
 *
 * baffle our SOM analysis as the T's get merged into one by our graph
 * reductions and they lose the fixed depth property. One way to solve this is
 * to tell the T vertex to go fork itself before we do the main SOM pass.
 *
 * Overall plan:
 *
 * 1. build a topo ordering
 * 2. walk vertices in topo order
 * 3. fix up vertices where possible
 * 4. go home
 *
 * Vertex fix up plan:
 *
 * 1. consider depth of vertex
 *   - if vertex is at fixed depth continue to next vertex
 *   - if vertex can be at an unbounded depth continue to next vertex
 *   - if vertex has a pred which is not a fixed depth continue to next vertex
 * 2. group preds by their depth
 * 3. for each group:
 *   - create a clone of the vertex (vertex props and out edges)
 *   - create edges from each vertex in the group to the clone
 *   - work out the depth for the clone
 * 4. blow away original vertex
 *
 * Originally in UE-1862.
 */
#include "ng_som_add_redundancy.h"

#include "ng_dump.h"
#include "ng_holder.h"
#include "ng_util.h"
#include "ue2common.h"
#include "util/container.h"
#include "util/depth.h"
#include "util/graph.h"
#include "util/graph_range.h"

using namespace std;

namespace ue2 {

/** \brief Hard limit on the maximum number of new vertices to create. */
static const size_t MAX_NEW_VERTICES = 32;

static
const DepthMinMax &getDepth(NFAVertex v, const NGHolder &g,
                            const vector<DepthMinMax> &depths) {
    return depths.at(g[v].index);
}

static
bool hasFloatingPred(NFAVertex v, const NGHolder &g,
                     const vector<DepthMinMax> &depths) {
    for (auto u : inv_adjacent_vertices_range(v, g)) {
        const DepthMinMax &d = getDepth(u, g, depths);
        if (d.min != d.max) {
            return true;
        }
    }
    return false;
}

static
bool forkVertex(NFAVertex v, NGHolder &g, vector<DepthMinMax> &depths,
                set<NFAVertex> &dead, size_t *numNewVertices) {
    map<depth, vector<NFAEdge>> predGroups;
    for (const auto &e : in_edges_range(v, g)) {
        const DepthMinMax &d = getDepth(source(e, g), g, depths);
        assert(d.min == d.max);
        predGroups[d.min].push_back(e);
    }

    DEBUG_PRINTF("forking vertex with %zu pred groups\n", predGroups.size());

    if (*numNewVertices + predGroups.size() > MAX_NEW_VERTICES) {
        return false;
    }
    *numNewVertices += predGroups.size();

    for (auto &group : predGroups) {
        const depth &predDepth = group.first;
        const vector<NFAEdge> &preds = group.second;

        // Clone v for this depth with all its associated out-edges.
        u32 clone_idx = depths.size(); // next index to be used
        NFAVertex clone = add_vertex(g[v], g);
        depth clone_depth = predDepth + 1;
        g[clone].index = clone_idx;
        depths.push_back(DepthMinMax(clone_depth, clone_depth));
        DEBUG_PRINTF("cloned vertex %u with depth %s\n", clone_idx,
                     clone_depth.str().c_str());

        // Add copies of the out-edges from v.
        for (const auto &e : out_edges_range(v, g)) {
            add_edge(clone, target(e, g), g[e], g);
        }

        // Add in-edges from preds in this group.
        for (const auto &e : preds) {
            add_edge(source(e, g), clone, g[e], g);
        }
    }

    clear_vertex(v, g);
    dead.insert(v);
    return true;
}

bool addSomRedundancy(NGHolder &g, vector<DepthMinMax> &depths) {
    DEBUG_PRINTF("entry\n");

    const vector<NFAVertex> ordering = getTopoOrdering(g);

    set<NFAVertex> dead;
    size_t numNewVertices = 0;

    for (auto it = ordering.rbegin(), ite = ordering.rend(); it != ite; ++it) {
        NFAVertex v = *it;

        if (is_special(v, g)) {
            continue;
        }
        if (!in_degree(v, g)) {
            continue; // unreachable, probably killed
        }

        const DepthMinMax &d = getDepth(v, g, depths);

        DEBUG_PRINTF("vertex %zu has depths %s\n", g[v].index,
                     d.str().c_str());

        if (d.min == d.max) {
            DEBUG_PRINTF("fixed depth\n");
            continue;
        }

        if (d.max.is_unreachable()) {
            DEBUG_PRINTF("unbounded depth\n");
            continue;
        }

        if (hasFloatingPred(v, g, depths)) {
            DEBUG_PRINTF("has floating pred\n");
            continue;
        }

        if (!forkVertex(v, g, depths, dead, &numNewVertices)) {
            DEBUG_PRINTF("new vertex limit reached\n");
            break;
        }
    }

    assert(numNewVertices <= MAX_NEW_VERTICES);

    if (dead.empty()) {
        return false; // no changes made to the graph
    }

    remove_vertices(dead, g);
    return true;
}

} // namespace ue2