-
Notifications
You must be signed in to change notification settings - Fork 50
/
action.hh
327 lines (313 loc) · 17.6 KB
/
action.hh
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
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
/* ###
* IP: GHIDRA
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/// \file action.hh
/// \brief Action, Rule, and other associates classes supporting transformations on function data-flow
#ifndef __ACTION_HH__
#define __ACTION_HH__
#include "block.hh"
namespace ghidra {
/// \brief The list of groups defining a \e root Action
///
/// Any Rule or \e leaf Action belongs to a \b group. This class
/// is a \b grouplist defined by a collection of these \b group names.
/// The set of Rule and Action objects belong to any of the groups in this list
/// together form a \b root Action.
class ActionGroupList {
friend class ActionDatabase;
set<string> list; ///< List of group names
public:
/// \brief Check if \b this ActionGroupList contains a given group
///
/// \param nm is the given group to check for
/// \return true if \b this contains the group
bool contains(const string &nm) const { return (list.find(nm)!=list.end()); }
};
class Rule;
/// \brief Large scale transformations applied to the varnode/op graph
///
/// The base for objects that make changes to the syntax tree of a Funcdata
/// The action is invoked through the apply(Funcdata &data) method.
/// This base class keeps track of basic statistics about how the action is
/// being applied. Derived classes indicate that a change has been applied
/// by incrementing the \b count field.
/// With OPACTION_DEBUG macro defined, actions support a break point debugging in console mode.
class Action {
public:
/// Boolean behavior properties governing this particular Action
enum ruleflags {
rule_repeatapply = 4, ///< Apply rule repeatedly until no change
rule_onceperfunc = 8, ///< Apply rule once per function
rule_oneactperfunc = 16, ///< Makes a change only once per function
rule_debug = 32, ///< Print debug messages specifically for this action
rule_warnings_on = 64, ///< If this action makes a change, issue a warning
rule_warnings_given = 128 ///< A warning has been issued for this action
};
/// Boolean properties describing the \e status of an action
enum statusflags {
status_start=1, ///< At start of action
status_breakstarthit=2, ///< At start after breakpoint
status_repeat=4, ///< Repeating the same action
status_mid=8, ///< In middle of action (use subclass status)
status_end=16, ///< getFuncdata has completed once (for onceperfunc)
status_actionbreak=32 ///< Completed full action last time but indicated action break
};
/// Break points associated with an Action
enum breakflags {
break_start = 1, ///< Break at beginning of action
tmpbreak_start = 2, ///< Temporary break at start of action
break_action = 4, ///< Break if a change has been made
tmpbreak_action = 8
};
protected:
int4 lcount; ///< Changes not including last call to apply()
int4 count; ///< Number of changes made by this action so far
uint4 status; ///< Current status
uint4 breakpoint; ///< Breakpoint properties
uint4 flags; ///< Behavior properties
uint4 count_tests; ///< Number of times apply() has been called
uint4 count_apply; ///< Number of times apply() made changes
string name; ///< Name of the action
string basegroup; ///< Base group this action belongs to
void issueWarning(Architecture *glb); ///< Warn that this Action has applied
bool checkStartBreak(void); ///< Check start breakpoint
bool checkActionBreak(void); ///< Check action breakpoint
void turnOnWarnings(void) { flags |= rule_warnings_on; } ///< Enable warnings for this Action
void turnOffWarnings(void) { flags &= ~rule_warnings_on; } ///< Disable warnings for this Action
public:
Action(uint4 f,const string &nm,const string &g); ///< Base constructor for an Action
virtual ~Action(void) {} ///< Destructor
#ifdef OPACTION_DEBUG
virtual bool turnOnDebug(const string &nm); ///< Turn on debugging
virtual bool turnOffDebug(const string &nm); ///< Turn off debugging
#endif
virtual void printStatistics(ostream &s) const; ///< Dump statistics to stream
int4 perform(Funcdata &data); ///< Perform this action (if necessary)
bool setBreakPoint(uint4 tp,const string &specify); ///< Set a breakpoint on this action
virtual void clearBreakPoints(void); ///< Clear all breakpoints set on \b this Action
bool setWarning(bool val,const string &specify); ///< Set a warning on this action
bool disableRule(const string &specify); ///< Disable a specific Rule within \b this
bool enableRule(const string &specify); ///< Enable a specific Rule within \b this
const string &getName(void) const { return name; } ///< Get the Action's name
const string &getGroup(void) const { return basegroup; } ///< Get the Action's group
uint4 getStatus(void) const { return status; } ///< Get the current status of \b this Action
uint4 getNumTests(void) { return count_tests; } ///< Get the number of times apply() was invoked
uint4 getNumApply(void) { return count_apply; } ///< Get the number of times apply() made changes
/// \brief Clone the Action
///
/// If \b this Action is a member of one of the groups in the grouplist,
/// this returns a clone of the Action, otherwise NULL is returned.
/// \param grouplist is the list of groups being cloned
/// \return the cloned Action or NULL
virtual Action *clone(const ActionGroupList &grouplist) const=0;
virtual void reset(Funcdata &data); ///< Reset the Action for a new function
virtual void resetStats(void); ///< Reset the statistics
/// \brief Make a single attempt to apply \b this Action
///
/// This is the main entry point for applying changes to a function that
/// are specific to \b this Action. The method can inspect whatever it wants
/// to decide if the Action does or does not apply. Changes
/// are indicated by incrementing the \b count field.
/// \param data is the function to inspect/modify
/// \return 0 for a complete application, -1 for a partial completion (due to breakpoint)
virtual int4 apply(Funcdata &data)=0;
virtual int4 print(ostream &s,int4 num,int4 depth) const; ///< Print a description of this Action to stream
virtual void printState(ostream &s) const; ///< Print status to stream
virtual Action *getSubAction(const string &specify); ///< Retrieve a specific sub-action by name
virtual Rule *getSubRule(const string &specify); ///< Retrieve a specific sub-rule by name
};
/// \brief A group of actions (generally) applied in sequence
///
/// This is a a list of Action objects, which are usually applied in sequence.
/// But the behavior properties of each individual Action may affect this.
/// Properties (like rule_repeatapply) may be put directly to this group
/// that also affect how the Actions are applied.
class ActionGroup : public Action {
protected:
vector<Action *> list; ///< List of actions to perform in the group
vector<Action *>::iterator state; ///< Current action being applied
public:
ActionGroup(uint4 f,const string &nm) : Action(f,nm,"") {} ///< Construct given properties and a name
virtual ~ActionGroup(void); ///< Destructor
void addAction(Action *ac); ///< Add an Action to the group
virtual void clearBreakPoints(void);
virtual Action *clone(const ActionGroupList &grouplist) const;
virtual void reset(Funcdata &data);
virtual void resetStats(void);
virtual int4 apply(Funcdata &data);
virtual int4 print(ostream &s,int4 num,int4 depth) const;
virtual void printState(ostream &s) const;
virtual Action *getSubAction(const string &specify);
virtual Rule *getSubRule(const string &specify);
#ifdef OPACTION_DEBUG
virtual bool turnOnDebug(const string &nm);
virtual bool turnOffDebug(const string &nm);
#endif
virtual void printStatistics(ostream &s) const;
};
/// \brief Action which checks if restart (sub)actions have been generated
/// and restarts itself.
///
/// Actions or Rules can request a restart on a Funcdata object by calling
/// setRestartPending(true) on it. This action checks for the request then
/// resets and reruns the group of Actions as appropriate.
class ActionRestartGroup : public ActionGroup {
int4 maxrestarts; ///< Maximum number of restarts allowed
int4 curstart; ///< Current restart iteration
public:
ActionRestartGroup(uint4 f,const string &nm,int4 max) :
ActionGroup(f,nm) { maxrestarts = max; } ///< Construct this providing maximum number of restarts
virtual Action *clone(const ActionGroupList &grouplist) const;
virtual void reset(Funcdata &data);
virtual int4 apply(Funcdata &data);
};
/// \brief Class for performing a single transformation on a PcodeOp or Varnode
///
/// A Rule, through its applyOp() method, is handed a specific PcodeOp as a potential
/// point to apply. It determines if it can apply at that point, then makes any changes.
/// Rules inform the system of what types of PcodeOps they can possibly apply to through
/// the getOpList() method. A set of Rules are pooled together into a single Action via
/// the ActionPool, which efficiently applies each Rule across a whole function.
/// A Rule supports the same breakpoint properties as an Action.
/// A Rule is allowed to keep state that is specific to a given function (Funcdata).
/// The reset() method is invoked to purge this state for each new function to be transformed.
class Rule {
public:
/// Properties associated with a Rule
enum typeflags {
type_disable = 1, ///< Is this rule disabled
rule_debug = 2, ///< Print debug info specific for this rule
warnings_on = 4, ///< A warning is issued if this rule is applied
warnings_given = 8 ///< Set if a warning for this rule has been given before
};
private:
friend class ActionPool;
uint4 flags; ///< Properties enabled with \b this Rule
uint4 breakpoint; ///< Breakpoint(s) enabled for \b this Rule
string name; ///< Name of the Rule
string basegroup; ///< Group to which \b this Rule belongs
uint4 count_tests; ///< Number of times \b this Rule has attempted to apply
uint4 count_apply; ///< Number of times \b this Rule has successfully been applied
void issueWarning(Architecture *glb); ///< If enabled, print a warning that this Rule has been applied
public:
Rule(const string &g,uint4 fl,const string &nm); ///< Construct given group, properties name
virtual ~Rule(void) {} ///< Destructor
const string &getName(void) const { return name; } ///< Return the name of \b this Rule
const string &getGroup(void) const { return basegroup; } ///< Return the group \b this Rule belongs to
uint4 getNumTests(void) { return count_tests; } ///< Get number of attempted applications
uint4 getNumApply(void) { return count_apply; } ///< Get number of successful applications
void setBreak(uint4 tp) { breakpoint |= tp; } ///< Set a breakpoint on \b this Rule
void clearBreak(uint4 tp) { breakpoint &= ~tp; } ///< Clear a breakpoint on \b this Rule
void clearBreakPoints(void) { breakpoint = 0; } ///< Clear all breakpoints on \b this Rule
void turnOnWarnings(void) { flags |= warnings_on; } ///< Enable warnings for \b this Rule
void turnOffWarnings(void) { flags &= ~warnings_on; } ///< Disable warnings for \b this Rule
bool isDisabled(void) const { return ((flags & type_disable)!=0); } ///< Return \b true if \b this Rule is disabled
void setDisable(void) { flags |= type_disable; } ///< Disable this Rule (within its pool)
void clearDisable(void) { flags &= ~type_disable; } ///< Enable this Rule (within its pool)
bool checkActionBreak(void); ///< Check if an action breakpoint is turned on
uint4 getBreakPoint(void) const { return breakpoint; } ///< Return breakpoint toggles
/// \brief Clone the Rule
///
/// If \b this Rule is a member of one of the groups in the grouplist,
/// this returns a clone of the Rule, otherwise NULL is returned.
/// \param grouplist is the list of groups being cloned
/// \return the cloned Rule or NULL
virtual Rule *clone(const ActionGroupList &grouplist) const=0;
virtual void getOpList(vector<uint4> &oplist) const; ///< List of op codes this rule operates on
/// \brief Attempt to apply \b this Rule
///
/// This method contains the main logic for applying the Rule. It must use a given
/// PcodeOp as the point at which the Rule applies. If it does apply,
/// changes are made directly to the function and 1 (non-zero) is returned, otherwise 0 is returned.
/// \param op is the given PcodeOp where the Rule may apply
/// \param data is the function to which to apply
virtual int4 applyOp(PcodeOp *op,Funcdata &data) { return 0; }
virtual void reset(Funcdata &data); ///< Reset \b this Rule
virtual void resetStats(void); ///< Reset Rule statistics
virtual void printStatistics(ostream &s) const; ///< Print statistics for \b this Rule
#ifdef OPACTION_DEBUG
virtual bool turnOnDebug(const string &nm); ///< Turn on debugging
virtual bool turnOffDebug(const string &nm); ///< Turn off debugging
#endif
};
/// \brief A pool of Rules that apply simultaneously
///
/// This class groups together a set of Rules as a formal Action.
/// Rules are given an opportunity to apply to every PcodeOp in a function.
/// Usually rule_repeatapply is enabled for this action, which causes
/// all Rules to apply repeatedly until no Rule can make an additional change.
class ActionPool : public Action {
vector<Rule *> allrules; ///< The set of Rules in this ActionPool
vector<Rule *> perop[CPUI_MAX]; ///< Rules associated with each OpCode
PcodeOpTree::const_iterator op_state; ///< Current PcodeOp up for rule application
int4 rule_index; ///< Iterator over Rules for one OpCode
int4 processOp(PcodeOp *op,Funcdata &data); ///< Apply the next possible Rule to a PcodeOp
public:
ActionPool(uint4 f,const string &nm) : Action(f,nm,"") {} ///< Construct providing properties and name
virtual ~ActionPool(void); ///< Destructor
void addRule(Rule *rl); ///< Add a Rule to the pool
virtual void clearBreakPoints(void);
virtual Action *clone(const ActionGroupList &grouplist) const;
virtual void reset(Funcdata &data);
virtual void resetStats(void);
virtual int4 apply(Funcdata &data);
virtual int4 print(ostream &s,int4 num,int4 depth) const;
virtual void printState(ostream &s) const;
virtual Rule *getSubRule(const string &specify);
virtual void printStatistics(ostream &s) const;
#ifdef OPACTION_DEBUG
virtual bool turnOnDebug(const string &nm);
virtual bool turnOffDebug(const string &nm);
#endif
};
/// \brief Database of root Action objects that can be used to transform a function
///
/// This is a container for Action objects. It also manages \b root Action objects,
/// which encapsulate a complete transformation system that can be applied to functions.
/// \e Root Action objects are derived from a single \b universal Action object that
/// has every possible sub-action within it. A \e root Action has its own name and
/// is derived from the \e universal via a grouplist, which lists a particular subset of
/// Action and Rule groups to use for the root. A new \e root Action is created by
/// providing a new grouplist via setGroup() or modifying an existing grouplist.
/// This class is intended to be instantiated as a singleton and keeps track of
/// the \e current root Action, which is the one that will be actively applied to functions.
class ActionDatabase {
Action *currentact; ///< This is the current root Action
string currentactname; ///< The name associated with the current root Action
map<string,ActionGroupList> groupmap; ///< Map from root Action name to the grouplist it uses
map<string,Action *> actionmap; ///< Map from name to root Action
bool isDefaultGroups; ///< \b true if only the default groups are set
static const char universalname[]; ///< The name of the \e universal root Action
void registerAction(const string &nm,Action *act); ///< Register a \e root Action
void buildDefaultGroups(void); ///< Set up descriptions of preconfigured root Actions
Action *getAction(const string &nm) const; ///< Look up a \e root Action by name
Action *deriveAction(const string &baseaction,const string &grp); ///< Derive a \e root Action
public:
ActionDatabase(void) { currentact = (Action *)0; isDefaultGroups = false; } ///< Constructor
~ActionDatabase(void); ///< Destructor
void resetDefaults(void); ///< (Re)set the default configuration
Action *getCurrent(void) const { return currentact; } ///< Get the current \e root Action
const string &getCurrentName(void) const { return currentactname; } ///< Get the name of the current \e root Action
const ActionGroupList &getGroup(const string &grp) const; ///< Get a specific grouplist by name
Action *setCurrent(const string &actname); ///< Set the current \e root Action
Action *toggleAction(const string &grp,const string &basegrp,bool val); ///< Toggle a group of Actions with a \e root Action
void setGroup(const string &grp,const char **argv); ///< Establish a new \e root Action
void cloneGroup(const string &oldname,const string &newname); ///< Clone a \e root Action
bool addToGroup(const string &grp,const string &basegroup); ///< Add a group to a \e root Action
bool removeFromGroup(const string &grp,const string &basegroup); ///< Remove a group from a \e root Action
void universalAction(Architecture *glb); ///< Build the universal action
};
} // End ghidra namespace
#endif