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path: root/contrib/libs/hyperscan/src/parser/ComponentAssertion.cpp
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/* 
 * Copyright (c) 2015, 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 Lookahead/lookbehind zero-width assertions. 
 */ 
#include "ComponentAssertion.h" 
#include "buildstate.h" 
#include "position.h" 
#include "position_info.h" 
#include "ue2common.h" 
 
#include <cassert> 
#include <algorithm> 
 
using namespace std; 
 
namespace ue2 { 
 
ComponentAssertion::ComponentAssertion(enum Direction dir, enum Sense sense) 
    : m_dir(dir), m_sense(sense) {} 
 
ComponentAssertion::~ComponentAssertion() { } 
 
ComponentAssertion *ComponentAssertion::clone() const { 
    return new ComponentAssertion(*this); 
} 
 
Component * ComponentAssertion::accept(ComponentVisitor &v) { 
    Component *c = v.visit(this); 
    if (c != this) { 
        v.post(this); 
        return c; 
    } 
 
    for (auto i = children.begin(), e = children.end(); i != e; ++i) { 
        Component *child = i->get(); 
        c = (*i)->accept(v); 
        if (c != child) { 
            // Child has been replaced (new Component pointer) or we've been 
            // instructed to delete it (null). 
            i->reset(c); 
        } 
    } 
 
    // Remove deleted children. 
    children.erase(remove(children.begin(), children.end(), nullptr), 
                   children.end()); 
 
    v.post(this); 
    return this; 
} 
 
void ComponentAssertion::accept(ConstComponentVisitor &v) const { 
    v.pre(*this); 
    for (auto i = children.begin(), e = children.end(); i != e; ++i) { 
        (*i)->accept(v); 
        if (i + 1 != e) { 
            v.during(*this); 
        } 
    } 
 
    v.post(*this); 
} 
 
vector<PositionInfo> ComponentAssertion::first() const { 
    assert(0); 
    return vector<PositionInfo>(); 
} 
 
vector<PositionInfo> ComponentAssertion::last() const { 
    assert(0); 
    return vector<PositionInfo>(); 
} 
 
bool ComponentAssertion::empty() const { 
    return true; 
} 
 
void ComponentAssertion::notePositions(GlushkovBuildState &) { 
    assert(0); 
} 
 
void ComponentAssertion::buildFollowSet(GlushkovBuildState &, 
                                        const vector<PositionInfo> &) { 
    assert(0); 
} 
 
bool ComponentAssertion::repeatable() const { 
    // If this assertion has no children (it's an empty sequence, like that 
    // produced by '(?!)') then PCRE would throw a "nothing to repeat" error. 
    // So we do as well. 
    return !children.empty(); 
} 
 
} // namespace ue2