/// A builder for configuring and running a DFA determinizer. #[derive(Clone, Debug)] pub(crate) struct Config {
match_kind: MatchKind,
quit: ByteSet,
dfa_size_limit: Option<usize>,
determinize_size_limit: Option<usize>,
}
impl Config { /// Create a new default config for a determinizer. The determinizer may be /// configured before calling `run`. pubfn new() -> Config {
Config {
match_kind: MatchKind::LeftmostFirst,
quit: ByteSet::empty(),
dfa_size_limit: None,
determinize_size_limit: None,
}
}
/// Run determinization on the given NFA and write the resulting DFA into /// the one given. The DFA given should be initialized but otherwise empty. /// "Initialized" means that it is setup to handle the NFA's byte classes, /// number of patterns and whether to build start states for each pattern. pubfn run(
&self,
nfa: &thompson::NFA,
dfa: &mut dense::OwnedDFA,
) -> Result<(), BuildError> { let dead = State::dead(); let quit = State::dead(); letmut cache = StateMap::default(); // We only insert the dead state here since its representation is // identical to the quit state. And we never want anything pointing // to the quit state other than specific transitions derived from the // determinizer's configured "quit" bytes. // // We do put the quit state into 'builder_states' below. This ensures // that a proper DFA state ID is allocated for it, and that no other // DFA state uses the "location after the DEAD state." That is, it // is assumed that the quit state is always the state immediately // following the DEAD state.
cache.insert(dead.clone(), DEAD);
/// The match semantics to use for determinization. /// /// MatchKind::All corresponds to the standard textbook construction. /// All possible match states are represented in the DFA. /// MatchKind::LeftmostFirst permits greediness and otherwise tries to /// simulate the match semantics of backtracking regex engines. Namely, /// only a subset of match states are built, and dead states are used to /// stop searches with an unanchored prefix. /// /// The default is MatchKind::LeftmostFirst. pubfn match_kind(&mutself, kind: MatchKind) -> &mut Config { self.match_kind = kind; self
}
/// The set of bytes to use that will cause the DFA to enter a quit state, /// stop searching and return an error. By default, this is empty. pubfn quit(&mutself, set: ByteSet) -> &mutConfig { self.quit = set; self
}
/// The limit, in bytes of the heap, that the DFA is permitted to use. This /// does not include the auxiliary heap storage used by determinization. pubfn dfa_size_limit(&mutself, bytes: Option<usize>) -> &='color:red'>mut Config { self.dfa_size_limit = bytes; self
}
/// The limit, in bytes of the heap, that determinization itself is allowed /// to use. This does not include the size of the DFA being built. pubfn determinize_size_limit(
&mutself,
bytes: Option<usize>,
) -> &mut Config { self.determinize_size_limit = bytes; self
}
}
/// The actual implementation of determinization that converts an NFA to a DFA /// through powerset construction. /// /// This determinizer roughly follows the typical powerset construction, where /// each DFA state is comprised of one or more NFA states. In the worst case, /// there is one DFA state for every possible combination of NFA states. In /// practice, this only happens in certain conditions, typically when there are /// bounded repetitions. /// /// The main differences between this implementation and typical deteminization /// are that this implementation delays matches by one state and hackily makes /// look-around work. Comments below attempt to explain this. /// /// The lifetime variable `'a` refers to the lifetime of the NFA or DFA, /// whichever is shorter. #[derive(Debug)] struct Runner<'a> { /// The configuration used to initialize determinization.
config: Config, /// The NFA we're converting into a DFA.
nfa: &'a thompson::NFA, /// The DFA we're building.
dfa: &'a mut dense::OwnedDFA, /// Each DFA state being built is defined as an *ordered* set of NFA /// states, along with some meta facts about the ordered set of NFA states. /// /// This is never empty. The first state is always a dummy state such that /// a state id == 0 corresponds to a dead state. The second state is always /// the quit state. /// /// Why do we have states in both a `Vec` and in a cache map below? /// Well, they serve two different roles based on access patterns. /// `builder_states` is the canonical home of each state, and provides /// constant random access by a DFA state's ID. The cache map below, on /// the other hand, provides a quick way of searching for identical DFA /// states by using the DFA state as a key in the map. Of course, we use /// reference counting to avoid actually duplicating the state's data /// itself. (Although this has never been benchmarked.) Note that the cache /// map does not give us full minimization; it just lets us avoid some very /// obvious redundant states. /// /// Note that the index into this Vec isn't quite the DFA's state ID. /// Rather, it's just an index. To get the state ID, you have to multiply /// it by the DFA's stride. That's done by self.dfa.from_index. And the /// inverse is self.dfa.to_index. /// /// Moreover, DFA states don't usually retain the IDs assigned to them /// by their position in this Vec. After determinization completes, /// states are shuffled around to support other optimizations. See the /// sibling 'special' module for more details on that. (The reason for /// mentioning this is that if you print out the DFA for debugging during /// determinization, and then print out the final DFA after it is fully /// built, then the state IDs likely won't match up.)
builder_states: Vec<State>, /// A cache of DFA states that already exist and can be easily looked up /// via ordered sets of NFA states. /// /// See `builder_states` docs for why we store states in two different /// ways.
cache: StateMap, /// The memory usage, in bytes, used by builder_states and cache. We track /// this as new states are added since states use a variable amount of /// heap. Tracking this as we add states makes it possible to compute the /// total amount of memory used by the determinizer in constant time.
memory_usage_state: usize, /// A pair of sparse sets for tracking ordered sets of NFA state IDs. /// These are reused throughout determinization. A bounded sparse set /// gives us constant time insertion, membership testing and clearing.
sparses: SparseSets, /// Scratch space for a stack of NFA states to visit, for depth first /// visiting without recursion.
stack: Vec<StateID>, /// Scratch space for storing an ordered sequence of NFA states, for /// amortizing allocation. This is principally useful for when we avoid /// adding a new DFA state since it already exists. In order to detect this /// case though, we still need an ordered set of NFA state IDs. So we use /// this space to stage that ordered set before we know whether we need to /// create a new DFA state or not.
scratch_state_builder: StateBuilderEmpty,
}
/// A map from states to state identifiers. When using std, we use a standard /// hashmap, since it's a bit faster for this use case. (Other maps, like /// one's based on FNV, have not yet been benchmarked.) /// /// The main purpose of this map is to reuse states where possible. This won't /// fully minimize the DFA, but it works well in a lot of cases. #[cfg(feature = "std")] type StateMap = std::collections::HashMap<State, StateID>; #[cfg(not(feature = "std"))] type StateMap = BTreeMap<State, StateID>;
impl<'a> Runner<'a> { /// Build the DFA. If there was a problem constructing the DFA (e.g., if /// the chosen state identifier representation is too small), then an error /// is returned. fn run(mutself) -> Result<(), BuildError> { ifself.nfa.look_set_any().contains_word_unicode()
&& !self.config.quit.contains_range(0x80, 0xFF)
{ return Err(BuildError::unsupported_dfa_word_boundary_unicode());
}
// A sequence of "representative" bytes drawn from each equivalence // class. These representative bytes are fed to the NFA to compute // state transitions. This allows us to avoid re-computing state // transitions for bytes that are guaranteed to produce identical // results. Since computing the representatives needs to do a little // work, we do it once here because we'll be iterating over them a lot. let representatives: Vec<alphabet::Unit> = self.dfa.byte_classes().representatives(..).collect(); // The set of all DFA state IDs that still need to have their // transitions set. We start by seeding this with all starting states. letmut uncompiled = alloc::vec![]; self.add_all_starts(&mut uncompiled)?; whilelet Some(dfa_id) = uncompiled.pop() { for &unit in &representatives { if unit.as_u8().map_or(false, |b| self.config.quit.contains(b))
{ continue;
} // In many cases, the state we transition to has already been // computed. 'cached_state' will do the minimal amount of work // to check this, and if it exists, immediately return an // already existing state ID. let (next_dfa_id, is_new) = self.cached_state(dfa_id, unit)?; self.dfa.set_transition(dfa_id, unit, next_dfa_id); // If the state ID we got back is newly created, then we need // to compile it, so add it to our uncompiled frontier. if is_new {
uncompiled.push(next_dfa_id);
}
}
}
debug!( "determinization complete, memory usage: {}, \
dense DFA size: {}, \
is reverse? {}", self.memory_usage(), self.dfa.memory_usage(), self.nfa.is_reverse(),
);
// A map from DFA state ID to one or more NFA match IDs. Each NFA match // ID corresponds to a distinct regex pattern that matches in the state // corresponding to the key. letmut matches: BTreeMap<StateID, Vec<PatternID>> = BTreeMap::new(); self.cache.clear(); #[cfg(feature = "logging")] letmut total_pat_len = 0; for (i, state) inself.builder_states.into_iter().enumerate() { iflet Some(pat_ids) = state.match_pattern_ids() { let id = self.dfa.to_state_id(i);
log! {
total_pat_len += pat_ids.len();
}
matches.insert(id, pat_ids);
}
}
log! { use core::mem::size_of; let per_elem = size_of::<StateID>() + size_of::<Vec<PatternID>>(); let pats = total_pat_len * size_of::<PatternID>(); let mem = (matches.len() * per_elem) + pats;
log::debug!("matches map built, memory usage: {}", mem);
} // At this point, we shuffle the "special" states in the final DFA. // This permits a DFA's match loop to detect a match condition (among // other things) by merely inspecting the current state's identifier, // and avoids the need for any additional auxiliary storage. self.dfa.shuffle(matches)?;
Ok(())
}
/// Return the identifier for the next DFA state given an existing DFA /// state and an input byte. If the next DFA state already exists, then /// return its identifier from the cache. Otherwise, build the state, cache /// it and return its identifier. /// /// This routine returns a boolean indicating whether a new state was /// built. If a new state is built, then the caller needs to add it to its /// frontier of uncompiled DFA states to compute transitions for. fn cached_state(
&mutself,
dfa_id: StateID,
unit: alphabet::Unit,
) -> Result<(StateID, bool), BuildError> { // Compute the set of all reachable NFA states, including epsilons. let empty_builder = self.get_state_builder(); let builder = util::determinize::next( self.nfa, self.config.match_kind,
&mutself.sparses,
&mutself.stack,
&self.builder_states[self.dfa.to_index(dfa_id)],
unit,
empty_builder,
); self.maybe_add_state(builder)
}
/// Compute the set of DFA start states and add their identifiers in /// 'dfa_state_ids' (no duplicates are added). fn add_all_starts(
&mutself,
dfa_state_ids: &mut Vec<StateID>,
) -> Result<(), BuildError> { // These should be the first states added.
assert!(dfa_state_ids.is_empty()); // We only want to add (un)anchored starting states that is consistent // with our DFA's configuration. Unconditionally adding both (although // it is the default) can make DFAs quite a bit bigger. ifself.dfa.start_kind().has_unanchored() { self.add_start_group(Anchored::No, dfa_state_ids)?;
} ifself.dfa.start_kind().has_anchored() { self.add_start_group(Anchored::Yes, dfa_state_ids)?;
} // I previously has an 'assert' here checking that either // 'dfa_state_ids' was non-empty, or the NFA had zero patterns. But it // turns out this isn't always true. For example, the NFA might have // one or more patterns but where all such patterns are just 'fail' // states. These will ultimately just compile down to DFA dead states, // and since the dead state was added earlier, no new DFA states are // added. And thus, it is valid and okay for 'dfa_state_ids' to be // empty even if there are a non-zero number of patterns in the NFA.
// We only need to compute anchored start states for each pattern if it // was requested to do so. ifself.dfa.starts_for_each_pattern() { for pid inself.nfa.patterns() { self.add_start_group(Anchored::Pattern(pid), dfa_state_ids)?;
}
}
Ok(())
}
/// Add a group of start states for the given match pattern ID. Any new /// DFA states added are pushed on to 'dfa_state_ids'. (No duplicates are /// pushed.) /// /// When pattern_id is None, then this will compile a group of unanchored /// start states (if the DFA is unanchored). When the pattern_id is /// present, then this will compile a group of anchored start states that /// only match the given pattern. /// /// This panics if `anchored` corresponds to an invalid pattern ID. fn add_start_group(
&mutself,
anchored: Anchored,
dfa_state_ids: &mut Vec<StateID>,
) -> Result<(), BuildError> { let nfa_start = match anchored {
Anchored::No => self.nfa.start_unanchored(),
Anchored::Yes => self.nfa.start_anchored(),
Anchored::Pattern(pid) => { self.nfa.start_pattern(pid).expect("valid pattern ID")
}
};
// When compiling start states, we're careful not to build additional // states that aren't necessary. For example, if the NFA has no word // boundary assertion, then there's no reason to have distinct start // states for 'NonWordByte' and 'WordByte' starting configurations. // Instead, the 'WordByte' starting configuration can just point // directly to the start state for the 'NonWordByte' config. // // Note though that we only need to care about assertions in the prefix // of an NFA since this only concerns the starting states. (Actually, // the most precisely thing we could do it is look at the prefix // assertions of each pattern when 'anchored == Anchored::Pattern', // and then only compile extra states if the prefix is non-empty.) But // we settle for simplicity here instead of absolute minimalism. It is // somewhat rare, after all, for multiple patterns in the same regex to // have different prefix look-arounds.
let (id, is_new) = self.add_one_start(nfa_start, Start::NonWordByte)?; self.dfa.set_start_state(anchored, Start::NonWordByte, id); if is_new {
dfa_state_ids.push(id);
}
if !self.nfa.look_set_prefix_any().contains_word() { self.dfa.set_start_state(anchored, Start::WordByte, id);
} else { let (id, is_new) = self.add_one_start(nfa_start, Start::WordByte)?; self.dfa.set_start_state(anchored, Start::WordByte, id); if is_new {
dfa_state_ids.push(id);
}
} if !self.nfa.look_set_prefix_any().contains_anchor() { self.dfa.set_start_state(anchored, Start::Text, id); self.dfa.set_start_state(anchored, Start::LineLF, id); self.dfa.set_start_state(anchored, Start::LineCR, id); self.dfa.set_start_state(
anchored,
Start::CustomLineTerminator,
id,
);
} else { let (id, is_new) = self.add_one_start(nfa_start, Start::Text)?; self.dfa.set_start_state(anchored, Start::Text, id); if is_new {
dfa_state_ids.push(id);
}
let (id, is_new) = self.add_one_start(nfa_start, Start::LineLF)?; self.dfa.set_start_state(anchored, Start::LineLF, id); if is_new {
dfa_state_ids.push(id);
}
let (id, is_new) = self.add_one_start(nfa_start, Start::LineCR)?; self.dfa.set_start_state(anchored, Start::LineCR, id); if is_new {
dfa_state_ids.push(id);
}
let (id, is_new) = self.add_one_start(nfa_start, Start::CustomLineTerminator)?; self.dfa.set_start_state(
anchored,
Start::CustomLineTerminator,
id,
); if is_new {
dfa_state_ids.push(id);
}
}
Ok(())
}
/// Add a new DFA start state corresponding to the given starting NFA /// state, and the starting search configuration. (The starting search /// configuration essentially tells us which look-behind assertions are /// true for this particular state.) /// /// The boolean returned indicates whether the state ID returned is a newly /// created state, or a previously cached state. fn add_one_start(
&mutself,
nfa_start: StateID,
start: Start,
) -> Result<(StateID, bool), BuildError> { // Compute the look-behind assertions that are true in this starting // configuration, and the determine the epsilon closure. While // computing the epsilon closure, we only follow condiional epsilon // transitions that satisfy the look-behind assertions in 'look_have'. letmut builder_matches = self.get_state_builder().into_matches();
util::determinize::set_lookbehind_from_start( self.nfa,
&start,
&mut builder_matches,
); self.sparses.set1.clear();
util::determinize::epsilon_closure( self.nfa,
nfa_start,
builder_matches.look_have(),
&mutself.stack,
&mutself.sparses.set1,
); letmut builder = builder_matches.into_nfa();
util::determinize::add_nfa_states(
&self.nfa,
&self.sparses.set1,
&mut builder,
); self.maybe_add_state(builder)
}
/// Adds the given state to the DFA being built depending on whether it /// already exists in this determinizer's cache. /// /// If it does exist, then the memory used by 'state' is put back into the /// determinizer and the previously created state's ID is returned. (Along /// with 'false', indicating that no new state was added.) /// /// If it does not exist, then the state is added to the DFA being built /// and a fresh ID is allocated (if ID allocation fails, then an error is /// returned) and returned. (Along with 'true', indicating that a new state /// was added.) fn maybe_add_state(
&mutself,
builder: StateBuilderNFA,
) -> Result<(StateID, bool), BuildError> { iflet Some(&cached_id) = self.cache.get(builder.as_bytes()) { // Since we have a cached state, put the constructed state's // memory back into our scratch space, so that it can be reused. self.put_state_builder(builder); return Ok((cached_id, false));
} self.add_state(builder).map(|sid| (sid, true))
}
/// Add the given state to the DFA and make it available in the cache. /// /// The state initially has no transitions. That is, it transitions to the /// dead state for all possible inputs, and transitions to the quit state /// for all quit bytes. /// /// If adding the state would exceed the maximum value for StateID, then an /// error is returned. fn add_state(
&mutself,
builder: StateBuilderNFA,
) -> Result<StateID, BuildError> { let id = self.dfa.add_empty_state()?; if !self.config.quit.is_empty() { for b inself.config.quit.iter() { self.dfa.set_transition(
id,
alphabet::Unit::u8(b), self.dfa.quit_id(),
);
}
} let state = builder.to_state(); // States use reference counting internally, so we only need to count // their memory usage once. self.memory_usage_state += state.memory_usage(); self.builder_states.push(state.clone()); self.cache.insert(state, id); self.put_state_builder(builder); iflet Some(limit) = self.config.dfa_size_limit { ifself.dfa.memory_usage() > limit { return Err(BuildError::dfa_exceeded_size_limit(limit));
}
} iflet Some(limit) = self.config.determinize_size_limit { ifself.memory_usage() > limit { return Err(BuildError::determinize_exceeded_size_limit(
limit,
));
}
}
Ok(id)
}
/// Returns a state builder from this determinizer that might have existing /// capacity. This helps avoid allocs in cases where a state is built that /// turns out to already be cached. /// /// Callers must put the state builder back with 'put_state_builder', /// otherwise the allocation reuse won't work. fn get_state_builder(&mutself) -> StateBuilderEmpty {
core::mem::replace(
&mutself.scratch_state_builder,
StateBuilderEmpty::new(),
)
}
/// Puts the given state builder back into this determinizer for reuse. /// /// Note that building a 'State' from a builder always creates a new /// alloc, so callers should always put the builder back. fn put_state_builder(&mutself, builder: StateBuilderNFA) { let _ = core::mem::replace(
&mutself.scratch_state_builder,
builder.clear(),
);
}
/// Return the memory usage, in bytes, of this determinizer at the current /// point in time. This does not include memory used by the NFA or the /// dense DFA itself. fn memory_usage(&self) -> usize { use core::mem::size_of;
self.builder_states.len() * size_of::<State>() // Maps likely use more memory than this, but it's probably close.
+ self.cache.len() * (size_of::<State>() + size_of::<StateID>())
+ self.memory_usage_state
+ self.stack.capacity() * size_of::<StateID>()
+ self.scratch_state_builder.capacity()
}
}
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