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379 lines
11 KiB
C++
379 lines
11 KiB
C++
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// Copyright 2008 The RE2 Authors. All Rights Reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Tested by search_test.cc, exhaustive_test.cc, tester.cc
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// Prog::SearchBitState is a regular expression search with submatch
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// tracking for small regular expressions and texts. Like
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// testing/backtrack.cc, it allocates a bit vector with (length of
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// text) * (length of prog) bits, to make sure it never explores the
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// same (character position, instruction) state multiple times. This
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// limits the search to run in time linear in the length of the text.
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//
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// Unlike testing/backtrack.cc, SearchBitState is not recursive
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// on the text.
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//
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// SearchBitState is a fast replacement for the NFA code on small
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// regexps and texts when SearchOnePass cannot be used.
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#include "re2/prog.h"
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#include "re2/regexp.h"
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namespace re2 {
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struct Job {
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int id;
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int arg;
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const char* p;
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};
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class BitState {
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public:
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explicit BitState(Prog* prog);
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~BitState();
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// The usual Search prototype.
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// Can only call Search once per BitState.
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bool Search(const StringPiece& text, const StringPiece& context,
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bool anchored, bool longest,
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StringPiece* submatch, int nsubmatch);
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private:
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inline bool ShouldVisit(int id, const char* p);
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void Push(int id, const char* p, int arg);
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bool GrowStack();
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bool TrySearch(int id, const char* p);
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// Search parameters
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Prog* prog_; // program being run
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StringPiece text_; // text being searched
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StringPiece context_; // greater context of text being searched
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bool anchored_; // whether search is anchored at text.begin()
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bool longest_; // whether search wants leftmost-longest match
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bool endmatch_; // whether match must end at text.end()
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StringPiece *submatch_; // submatches to fill in
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int nsubmatch_; // # of submatches to fill in
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// Search state
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const char** cap_; // capture registers
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int ncap_;
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static const int VisitedBits = 32;
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uint32 *visited_; // bitmap: (Inst*, char*) pairs already backtracked
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int nvisited_; // # of words in bitmap
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Job *job_; // stack of text positions to explore
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int njob_;
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int maxjob_;
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};
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BitState::BitState(Prog* prog)
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: prog_(prog),
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anchored_(false),
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longest_(false),
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endmatch_(false),
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submatch_(NULL),
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nsubmatch_(0),
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cap_(NULL),
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ncap_(0),
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visited_(NULL),
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nvisited_(0),
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job_(NULL),
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njob_(0),
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maxjob_(0) {
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}
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BitState::~BitState() {
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delete[] visited_;
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delete[] job_;
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delete[] cap_;
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}
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// Should the search visit the pair ip, p?
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// If so, remember that it was visited so that the next time,
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// we don't repeat the visit.
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bool BitState::ShouldVisit(int id, const char* p) {
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uint n = id * (text_.size() + 1) + (p - text_.begin());
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if (visited_[n/VisitedBits] & (1 << (n & (VisitedBits-1))))
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return false;
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visited_[n/VisitedBits] |= 1 << (n & (VisitedBits-1));
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return true;
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}
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// Grow the stack.
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bool BitState::GrowStack() {
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// VLOG(0) << "Reallocate.";
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maxjob_ *= 2;
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Job* newjob = new Job[maxjob_];
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memmove(newjob, job_, njob_*sizeof job_[0]);
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delete[] job_;
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job_ = newjob;
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if (njob_ >= maxjob_) {
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LOG(DFATAL) << "Job stack overflow.";
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return false;
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}
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return true;
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}
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// Push the triple (id, p, arg) onto the stack, growing it if necessary.
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void BitState::Push(int id, const char* p, int arg) {
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if (njob_ >= maxjob_) {
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if (!GrowStack())
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return;
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}
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int op = prog_->inst(id)->opcode();
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if (op == kInstFail)
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return;
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// Only check ShouldVisit when arg == 0.
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// When arg > 0, we are continuing a previous visit.
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if (arg == 0 && !ShouldVisit(id, p))
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return;
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Job* j = &job_[njob_++];
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j->id = id;
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j->p = p;
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j->arg = arg;
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}
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// Try a search from instruction id0 in state p0.
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// Return whether it succeeded.
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bool BitState::TrySearch(int id0, const char* p0) {
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bool matched = false;
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const char* end = text_.end();
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njob_ = 0;
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Push(id0, p0, 0);
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while (njob_ > 0) {
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// Pop job off stack.
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--njob_;
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int id = job_[njob_].id;
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const char* p = job_[njob_].p;
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int arg = job_[njob_].arg;
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// Optimization: rather than push and pop,
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// code that is going to Push and continue
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// the loop simply updates ip, p, and arg
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// and jumps to CheckAndLoop. We have to
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// do the ShouldVisit check that Push
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// would have, but we avoid the stack
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// manipulation.
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if (0) {
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CheckAndLoop:
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if (!ShouldVisit(id, p))
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continue;
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}
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// Visit ip, p.
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// VLOG(0) << "Job: " << ip->id() << " "
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// << (p - text_.begin()) << " " << arg;
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Prog::Inst* ip = prog_->inst(id);
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switch (ip->opcode()) {
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case kInstFail:
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default:
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LOG(DFATAL) << "Unexpected opcode: " << ip->opcode() << " arg " << arg;
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return false;
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case kInstAlt:
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// Cannot just
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// Push(ip->out1(), p, 0);
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// Push(ip->out(), p, 0);
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// If, during the processing of ip->out(), we encounter
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// ip->out1() via another path, we want to process it then.
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// Pushing it here will inhibit that. Instead, re-push
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// ip with arg==1 as a reminder to push ip->out1() later.
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switch (arg) {
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case 0:
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Push(id, p, 1); // come back when we're done
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id = ip->out();
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goto CheckAndLoop;
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case 1:
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// Finished ip->out(); try ip->out1().
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arg = 0;
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id = ip->out1();
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goto CheckAndLoop;
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}
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LOG(DFATAL) << "Bad arg in kInstCapture: " << arg;
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continue;
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case kInstAltMatch:
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// One opcode is byte range; the other leads to match.
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if (ip->greedy(prog_)) {
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// out1 is the match
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Push(ip->out1(), p, 0);
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id = ip->out1();
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p = end;
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goto CheckAndLoop;
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}
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// out is the match - non-greedy
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Push(ip->out(), end, 0);
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id = ip->out();
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goto CheckAndLoop;
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case kInstByteRange: {
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int c = -1;
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if (p < end)
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c = *p & 0xFF;
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if (ip->Matches(c)) {
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id = ip->out();
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p++;
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goto CheckAndLoop;
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}
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continue;
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}
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case kInstCapture:
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switch (arg) {
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case 0:
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if (0 <= ip->cap() && ip->cap() < ncap_) {
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// Capture p to register, but save old value.
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Push(id, cap_[ip->cap()], 1); // come back when we're done
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cap_[ip->cap()] = p;
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}
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// Continue on.
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id = ip->out();
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goto CheckAndLoop;
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case 1:
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// Finished ip->out(); restore the old value.
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cap_[ip->cap()] = p;
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continue;
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}
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LOG(DFATAL) << "Bad arg in kInstCapture: " << arg;
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continue;
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case kInstEmptyWidth:
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if (ip->empty() & ~Prog::EmptyFlags(context_, p))
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continue;
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id = ip->out();
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goto CheckAndLoop;
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case kInstNop:
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id = ip->out();
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goto CheckAndLoop;
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case kInstMatch: {
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if (endmatch_ && p != text_.end())
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continue;
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// VLOG(0) << "Found match.";
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// We found a match. If the caller doesn't care
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// where the match is, no point going further.
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if (nsubmatch_ == 0)
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return true;
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// Record best match so far.
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// Only need to check end point, because this entire
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// call is only considering one start position.
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matched = true;
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cap_[1] = p;
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if (submatch_[0].data() == NULL ||
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(longest_ && p > submatch_[0].end())) {
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for (int i = 0; i < nsubmatch_; i++)
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submatch_[i] = StringPiece(cap_[2*i], cap_[2*i+1] - cap_[2*i]);
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}
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// If going for first match, we're done.
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if (!longest_)
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return true;
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// If we used the entire text, no longer match is possible.
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if (p == text_.end())
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return true;
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// Otherwise, continue on in hope of a longer match.
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continue;
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}
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}
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}
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return matched;
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}
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// Search text (within context) for prog_.
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bool BitState::Search(const StringPiece& text, const StringPiece& context,
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bool anchored, bool longest,
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StringPiece* submatch, int nsubmatch) {
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// Search parameters.
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text_ = text;
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context_ = context;
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if (context_.begin() == NULL)
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context_ = text;
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if (prog_->anchor_start() && context_.begin() != text.begin())
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return false;
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if (prog_->anchor_end() && context_.end() != text.end())
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return false;
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anchored_ = anchored || prog_->anchor_start();
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longest_ = longest || prog_->anchor_end();
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endmatch_ = prog_->anchor_end();
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submatch_ = submatch;
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nsubmatch_ = nsubmatch;
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for (int i = 0; i < nsubmatch_; i++)
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submatch_[i] = NULL;
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// Allocate scratch space.
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nvisited_ = (prog_->size() * (text.size()+1) + VisitedBits-1) / VisitedBits;
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visited_ = new uint32[nvisited_];
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memset(visited_, 0, nvisited_*sizeof visited_[0]);
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// VLOG(0) << "nvisited_ = " << nvisited_;
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ncap_ = 2*nsubmatch;
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if (ncap_ < 2)
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ncap_ = 2;
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cap_ = new const char*[ncap_];
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memset(cap_, 0, ncap_*sizeof cap_[0]);
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maxjob_ = 256;
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job_ = new Job[maxjob_];
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// Anchored search must start at text.begin().
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if (anchored_) {
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cap_[0] = text.begin();
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return TrySearch(prog_->start(), text.begin());
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}
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// Unanchored search, starting from each possible text position.
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// Notice that we have to try the empty string at the end of
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// the text, so the loop condition is p <= text.end(), not p < text.end().
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// This looks like it's quadratic in the size of the text,
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// but we are not clearing visited_ between calls to TrySearch,
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// so no work is duplicated and it ends up still being linear.
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for (const char* p = text.begin(); p <= text.end(); p++) {
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cap_[0] = p;
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if (TrySearch(prog_->start(), p)) // Match must be leftmost; done.
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return true;
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}
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return false;
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}
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// Bit-state search.
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bool Prog::SearchBitState(const StringPiece& text,
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const StringPiece& context,
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Anchor anchor,
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MatchKind kind,
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StringPiece* match,
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int nmatch) {
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// If full match, we ask for an anchored longest match
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// and then check that match[0] == text.
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// So make sure match[0] exists.
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StringPiece sp0;
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if (kind == kFullMatch) {
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anchor = kAnchored;
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if (nmatch < 1) {
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match = &sp0;
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nmatch = 1;
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}
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}
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// Run the search.
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BitState b(this);
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bool anchored = anchor == kAnchored;
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bool longest = kind != kFirstMatch;
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if (!b.Search(text, context, anchored, longest, match, nmatch))
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return false;
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if (kind == kFullMatch && match[0].end() != text.end())
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return false;
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return true;
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}
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} // namespace re2
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