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/* 
 * Copyright (c) 2016-2017, 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. 
 */ 
 
#include "rose_build_exclusive.h" 
 
#include "ue2common.h" 
#include "rose_build_merge.h" 
#include "nfa/castlecompile.h" 
#include "nfagraph/ng_execute.h" 
#include "nfagraph/ng_holder.h" 
#include "nfagraph/ng_util.h" 
#include "util/clique.h" 
#include "util/compile_context.h" 
#include "util/container.h" 
#include "util/flat_containers.h" 
#include "util/graph.h" 
#include "util/make_unique.h" 
 
using namespace std; 
 
namespace ue2 { 
 
template<typename role_id> 
struct RoleChunk { 
    vector<RoleInfo<role_id>> roles; 
}; 
 
static 
CharReach getReachability(const NGHolder &h) { 
    CharReach cr; 
    for (const auto &v : vertices_range(h)) { 
        if (!is_special(v, h)) { 
            cr |= h[v].char_reach; 
        } 
    } 
    return cr; 
} 
 
template<typename role_id> 
static 
vector<RoleChunk<role_id>> divideIntoChunks(const RoseBuildImpl &build, 
                                 set<RoleInfo<role_id>> &roleInfoSet) { 
    u32 chunkSize = build.cc.grey.tamaChunkSize; 
    u32 cnt = 1; 
    vector<RoleChunk<role_id>> chunks; 
    RoleChunk<role_id> roleChunk; 
    for (const auto &roleInfo : roleInfoSet) { 
        if (cnt == chunkSize) { 
            cnt -= chunkSize; 
            chunks.push_back(roleChunk); 
            roleChunk.roles.clear(); 
        } 
        roleChunk.roles.push_back(roleInfo); 
        cnt++; 
    } 
 
    if (cnt > 1) { 
        chunks.push_back(roleChunk); 
    } 
 
    return chunks; 
} 
 
/* add prefix literals to engine graph */ 
static 
bool addPrefixLiterals(NGHolder &h, unordered_set<u32> &tailId, 
                       const vector<vector<CharReach>> &triggers) { 
    DEBUG_PRINTF("add literals to graph\n"); 
 
    NFAVertex start = h.start; 
    vector<NFAVertex> heads; 
    vector<NFAVertex> tails; 
    for (const auto &lit : triggers) { 
        NFAVertex last = start; 
        if (lit.empty()) { 
            return false; 
        } 
        u32 i = 0; 
        for (const auto &c : lit) { 
            DEBUG_PRINTF("lit:%s \n", c.to_string().c_str()); 
            NFAVertex u = add_vertex(h); 
            h[u].char_reach = c; 
            if (!i++) { 
                heads.push_back(u); 
                last = u; 
                continue; 
            } 
            add_edge(last, u, h); 
            last = u; 
        } 
        tails.push_back(last); 
        tailId.insert(h[last].index); 
    } 
 
    for (auto v : adjacent_vertices_range(start, h)) { 
        if (v != h.startDs) { 
            for (auto &t : tails) { 
                add_edge(t, v, h); 
            } 
        } 
    } 
 
    clear_out_edges(start, h); 
    add_edge(h.start, h.start, h); 
    for (auto &t : heads) { 
        add_edge(start, t, h); 
    } 
 
    DEBUG_PRINTF("literals addition done\n"); 
    return true; 
} 
 
/* check if one literal is suffix of another */ 
static 
bool isSuffix(const vector<vector<CharReach>> &triggers1, 
              const vector<vector<CharReach>> &triggers2) { 
    // literal suffix test 
    for (const auto &lit1 : triggers1) { 
        for (const auto &lit2 : triggers2) { 
            const size_t len = min(lit1.size(), lit2.size()); 
            if (equal(lit1.rbegin(), lit1.rbegin() + len, 
                      lit2.rbegin(), overlaps)) { 
                return true; 
            } 
        } 
    } 
    return false; 
} 
 
/* prepare initial infix or suffix graph used for exclusive analysis */ 
template<typename role_id> 
static 
u32 prepareRoleGraph(NGHolder &h, const role_id &s1) { 
    u32 num = 0; 
    if (s1.castle()) { 
        num = num_vertices(h); 
        NFAVertex u = add_vertex(h); 
        h[u].char_reach = s1.castle()->reach(); 
        add_edge(h.startDs, u, h); 
        // add self loop to repeat characters 
        add_edge(u, u, h); 
    } else if (s1.graph()) { 
        const NGHolder &g = *s1.graph(); 
        cloneHolder(h, g); 
        num = num_vertices(h); 
    } else { 
        // only infixes and suffixes with graph properties are possible 
        // candidates, already filtered out other cases before 
        // exclusive analysis 
        assert(0); 
    } 
 
    return num; 
} 
 
/* get a subset of literal if reset character is found */ 
static 
vector<CharReach> findStartPos(const CharReach &cr1, 
                               const vector<CharReach> &lit) { 
    auto it = lit.rbegin(), ite = lit.rend(); 
    u32 pos = lit.size(); 
    for (; it != ite; it++) { 
        if (!overlaps(cr1, *it)) { 
            break; 
        } 
        pos--; 
    } 
 
    return vector<CharReach> (lit.begin() + pos, lit.end()); 
} 
 
template<typename role_id> 
static 
bool isExclusive(const NGHolder &h, 
                 const u32 num, unordered_set<u32> &tailId, 
                 map<u32, unordered_set<u32>> &skipList, 
                 const RoleInfo<role_id> &role1, 
                 const RoleInfo<role_id> &role2) { 
    const u32 id1 = role1.id; 
    const u32 id2 = role2.id; 
 
    if (contains(skipList, id1) && contains(skipList[id1], id2)) { 
        return false; 
    } 
 
    const auto &triggers1 = role1.literals; 
    const auto &triggers2 = role2.literals; 
    if (isSuffix(triggers1, triggers2)) { 
        skipList[id2].insert(id1); 
        return false; 
    } 
 
    DEBUG_PRINTF("role id2:%u\n", id2); 
    const auto &cr1 = role1.cr; 
    if (overlaps(cr1, role2.last_cr)) { 
        CharReach cr = cr1 | role1.prefix_cr; 
        flat_set<NFAVertex> states; 
        for (const auto &lit : triggers2) { 
            auto lit1 = findStartPos(cr, lit); 
            if (lit1.empty()) { 
                continue; 
            } 
 
            states.clear(); 
 
            if (lit1.size() < lit.size()) { 
                // Only starts. 
                states.insert(h.start); 
                states.insert(h.startDs); 
            } else { 
                // All vertices. 
                insert(&states, vertices(h)); 
            } 
 
            auto activeStates = execute_graph(h, lit1, states); 
            // Check if only literal states are on 
            for (const auto &s : activeStates) { 
                if ((!is_any_start(s, h) && h[s].index <= num) || 
                    contains(tailId, h[s].index)) { 
                    skipList[id2].insert(id1); 
                    return false; 
                } 
            } 
        } 
    } 
 
    return true; 
} 
 
template<typename role_id> 
static 
unordered_set<u32> checkExclusivity(const NGHolder &h, 
                                    const u32 num, unordered_set<u32> &tailId, 
                                    map<u32, unordered_set<u32>> &skipList, 
                                    const RoleInfo<role_id> &role1, 
                                    const RoleChunk<role_id> &roleChunk) { 
    unordered_set<u32> info; 
    const u32 id1 = role1.id; 
    for (const auto &role2 : roleChunk.roles) { 
        const u32 id2 = role2.id; 
        if (id1 != id2 && isExclusive(h, num, tailId, skipList, 
                                      role1, role2)) { 
            info.insert(id2); 
        } 
    } 
 
    return info; 
} 
 
static 
void findCliques(const map<u32, set<u32>> &exclusiveGroups, 
                 vector<vector<u32>> &exclusive_roles) { 
    if (exclusiveGroups.empty()) { 
        return; 
    } 
    // Construct the exclusivity graph 
    map<u32, CliqueVertex> vertex_map; 
    unique_ptr<CliqueGraph> cg = std::make_unique<CliqueGraph>(); 
 
    // Add vertices representing infixes/suffixes 
    for (const auto &e : exclusiveGroups) { 
        const u32 id = e.first; 
        CliqueVertex v1 = add_vertex(CliqueVertexProps(id), *cg); 
        vertex_map[id] = v1; 
    } 
 
    // Wire exclusive pairs 
    for (const auto &e1 : exclusiveGroups) { 
        const u32 literalId1 = e1.first; 
        CliqueVertex lv = vertex_map[literalId1]; 
        const set<u32> &exclusiveSet = e1.second; 
        for (const auto &e2 : exclusiveGroups) { 
            const u32 literalId2 = e2.first; 
            if (literalId1 < literalId2 && 
                contains(exclusiveSet, literalId2)) { 
                add_edge(lv, vertex_map[literalId2], *cg); 
                DEBUG_PRINTF("Wire %u:%u\n", literalId1, literalId2); 
            } 
        } 
    } 
 
    // Find clique groups 
    const auto &clique = removeClique(*cg); 
    for (const auto &i : clique) { 
        DEBUG_PRINTF("cliq:%zu\n", i.size()); 
        if (i.size() > 1) { 
            exclusive_roles.push_back(i); 
        } 
    } 
    DEBUG_PRINTF("Clique graph size:%zu\n", exclusive_roles.size()); 
} 
 
static 
map<u32, set<u32>> findExclusiveGroups(const RoseBuildImpl &build, 
            const map<u32, unordered_set<u32>> &exclusiveInfo, 
            const map<u32, vector<RoseVertex>> &vertex_map, 
            const bool is_infix) { 
    map<u32, set<u32>> exclusiveGroups; 
    for (const auto &e : exclusiveInfo) { 
        u32 i = e.first; 
        const auto &s = e.second; 
        set<u32> group; 
        set<RoseVertex> q1(vertex_map.at(i).begin(), 
                           vertex_map.at(i).end()); 
        DEBUG_PRINTF("vertex set:%zu\n", q1.size()); 
        for (const auto &val : s) { 
            set<RoseVertex> q2(vertex_map.at(val).begin(), 
                               vertex_map.at(val).end()); 
            if (contains(exclusiveInfo.at(val), i) && 
                (!is_infix || mergeableRoseVertices(build, q1, q2))) { 
                group.insert(val); 
            } 
        } 
        if (!group.empty()) { 
            exclusiveGroups[i] = group; 
        } 
    } 
 
    return exclusiveGroups; 
} 
 
template<typename role_id> 
static 
bool setTriggerLiterals(RoleInfo<role_id> &roleInfo, 
        const map<u32, vector<vector<CharReach>>> &triggers) { 
    u32 minLiteralLen = ~0U; 
    for (const auto &tr : triggers) { 
        for (const auto &lit : tr.second) { 
            if (lit.empty()) { 
                return false; 
            } 
            minLiteralLen = min(minLiteralLen, (u32)lit.size()); 
            roleInfo.last_cr |= lit.back(); 
            for (const auto &c : lit) { 
                roleInfo.prefix_cr |= c; 
            } 
            roleInfo.literals.push_back(lit); 
        } 
    } 
 
    if (roleInfo.role.graph()) { 
        const NGHolder &g = *roleInfo.role.graph(); 
        roleInfo.cr = getReachability(g); 
    } else if (roleInfo.role.castle()) { 
        roleInfo.cr = roleInfo.role.castle()->reach(); 
    } 
 
    // test the score of this engine 
    roleInfo.score = 256 - roleInfo.cr.count() + minLiteralLen; 
    if (roleInfo.score < 20) { 
        return false; 
    } 
 
    return true; 
} 
 
bool setTriggerLiteralsInfix(RoleInfo<left_id> &roleInfo, 
        const map<u32, vector<vector<CharReach>>> &triggers) { 
    return setTriggerLiterals(roleInfo, triggers); 
} 
 
bool setTriggerLiteralsSuffix(RoleInfo<suffix_id> &roleInfo, 
        const map<u32, vector<vector<CharReach>>> &triggers) { 
    return setTriggerLiterals(roleInfo, triggers); 
} 
 
template<typename role_id> 
static 
void exclusiveAnalysis(const RoseBuildImpl &build, 
               const map<u32, vector<RoseVertex>> &vertex_map, 
               set<RoleInfo<role_id>> &roleInfoSet, 
               vector<vector<u32>> &exclusive_roles, const bool is_infix) { 
    const auto &chunks = divideIntoChunks(build, roleInfoSet); 
    DEBUG_PRINTF("Exclusivity analysis entry\n"); 
    map<u32, unordered_set<u32>> exclusiveInfo; 
 
    for (const auto &roleChunk : chunks) { 
        map<u32, unordered_set<u32>> skipList; 
        for (const auto &role1 : roleChunk.roles) { 
            const u32 id1 = role1.id; 
            const role_id &s1 = role1.role; 
            const auto &triggers1 = role1.literals; 
 
            NGHolder h; 
            u32 num = prepareRoleGraph(h, s1); 
            DEBUG_PRINTF("role id1:%u\n", id1); 
            unordered_set<u32> tailId; 
            if (!addPrefixLiterals(h, tailId, triggers1)) { 
                continue; 
            } 
 
            exclusiveInfo[id1] = checkExclusivity(h, num, tailId, 
                                             skipList, role1, roleChunk); 
        } 
    } 
 
    // Create final candidate exclusive groups 
    const auto exclusiveGroups = 
        findExclusiveGroups(build, exclusiveInfo, vertex_map, is_infix); 
    exclusiveInfo.clear(); 
 
    // Find cliques for each exclusive groups 
    findCliques(exclusiveGroups, exclusive_roles); 
} 
 
void exclusiveAnalysisInfix(const RoseBuildImpl &build, 
               const map<u32, vector<RoseVertex>> &vertex_map, 
               set<RoleInfo<left_id>> &roleInfoSet, 
               vector<vector<u32>> &exclusive_roles) { 
    exclusiveAnalysis(build, vertex_map, roleInfoSet, exclusive_roles, 
                      true); 
} 
 
void exclusiveAnalysisSuffix(const RoseBuildImpl &build, 
               const map<u32, vector<RoseVertex>> &vertex_map, 
               set<RoleInfo<suffix_id>> &roleInfoSet, 
               vector<vector<u32>> &exclusive_roles) { 
    exclusiveAnalysis(build, vertex_map, roleInfoSet, exclusive_roles, 
                      false); 
} 
 
} // namespace ue2