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- // GBUdb.cpp
- //
- // (C) Copyright 2006 - 2020 ARM Research Labs, LLC
- // See www.armresearch.com for the copyright terms.
- //
- // See GBUdb.hpp for details.
-
- #include <iostream>
- #include <fstream>
- #include <cstring>
- #include <unistd.h>
- #include "GBUdb.hpp"
-
- namespace cd = codedweller;
-
- //// Handy utilities...
-
- //// GBUdbRecord Implementations ///////////////////////////////////////////////
-
- GBUdbRecord::GBUdbRecord() : // Initialize a new GBUdbRecord
- RawData(0) { // to ZERO.
- }
-
- GBUdbFlag GBUdbRecord::Flag() { // Return the flags.
- return (GBUdbFlag) (RawData & GBUdbFlagsMask); // Isolate the flags from the data & return.
- }
-
- GBUdbFlag GBUdbRecord::Flag(GBUdbFlag f) { // Set the flags.
- RawData = RawData & (~GBUdbFlagsMask); // Strip the current flags from RawData.
- RawData = RawData | f; // Put the new flags into RawData.
- return (GBUdbFlag) (RawData & GBUdbFlagsMask); // Return the flags now in RawData.
- }
-
- unsigned int GBUdbRecord::Good() { // Return the Good count.
- return ((RawData & GBUdbGoodMask) >> GBUdbGoodShift); // Isolate & shift the good count, return.
- }
-
- unsigned int GBUdbRecord::Good(unsigned int g) { // Set the good count.
- RawData = RawData & (~GBUdbGoodMask); // Strip the current good count.
- g = g & GBUdbLimit; // Make g safe (within bitfield limit).
- RawData = RawData | (g << GBUdbGoodShift); // Shift & combine g with RawData.
- return g; // Return the safe g value.
- }
-
- unsigned int GBUdbRecord::Bad() { // Get the bad count.
- return (RawData & GBUdbBadMask); // Isolate the bad data and return.
- }
-
- unsigned int GBUdbRecord::Bad(unsigned int b) { // Set the bad count.
- RawData = RawData & (~GBUdbBadMask); // Strip out the current bad count.
- b = b & GBUdbLimit; // Make b safe (strip any extra bits).
- RawData = RawData | b; // Combine RawData with the safe b.
- return b; // return the safe b.
- }
-
- unsigned int GBUdbRecord::addGood(unsigned int g) { // Add to the good count & normalize.
- unsigned int G = Good(); // Get the good.
- unsigned int B = Bad(); // Get the bad.
- G = G + g; // Add the new g to the good.
- while(G > GBUdbLimit) { // If normalization is required
- G = G >> 1; // then reduce the new good
- B = B >> 1; // and bad counts by half
- } // until things are normalized.
- Good(G); // Then go ahead and set the
- Bad(B); // new value(s) into place.
- return G; // Return the new good count.
- }
-
- unsigned int GBUdbRecord::addBad(unsigned int b) { // Add to the bad count & normalize.
- unsigned int G = Good(); // Get the good.
- unsigned int B = Bad(); // Get the bad.
- B = B + b; // Add the new b to the bad.
- while(B > GBUdbLimit) { // If normalization is required
- G = G >> 1; // then reduce the new good
- B = B >> 1; // and bad counts by half
- } // until things are normalized.
- Good(G); // Then go ahead and set the
- Bad(B); // new value(s) into place.
- return B; // Return the new good count.
- }
-
- GBUdbRecord& GBUdbRecord::integrate(GBUdbRecord& A, int LocalWeight, int RemoteWeight) { // Integrate A
-
- unsigned int Gl = Good(); // Get the good and
- unsigned int Bl = Bad(); // bad counts from
- unsigned int Gr = A.Good(); // the local and
- unsigned int Br = A.Bad(); // remote records.
-
- Gl = (Gl * LocalWeight) + (Gr * RemoteWeight); // Combine the Good and
- Bl = (Bl * LocalWeight) + (Br * RemoteWeight); // bad counts using the weights.
-
- while(Gl > GBUdbLimit || Bl > GBUdbLimit) { // Normalize the counts by
- Gl = Gl >> 1; // dividing both in half until
- Bl = Bl >> 1; // they are both within limits.
- }
- Good(Gl); // Then set the new Good
- Bad(Bl); // and bad values and return
- return *this; // this object.
- }
-
- GBUdbIndex GBUdbRecord::Index() { // Read the record as an index.
- return (GBUdbIndex) RawData;
- }
-
- GBUdbIndex GBUdbRecord::Index(GBUdbIndex i) { // Write the index value of the record.
- RawData = (unsigned int) i;
- return (GBUdbIndex) RawData;
- }
-
- // Probability is about the ratio of a given event to the total events.
- // In this case, positive probabilities indicate a tendency toward spam and
- // negative probabilities indicate a tendency toward ham.
-
- double GBUdbRecord::Probability() { // Calculate the probability of spam
- unsigned int G = Good(); // Get the good and
- unsigned int B = Bad(); // bad counts and
- double P = 0.0; // grab a double to hold P.
- if(0 == B + G) { // If we have no counts yet
- return P; // then return a zero probability.
- } // If we have counts lets do the math.
- P = ((double) B - (double) G) / ((double) B + (double) G); // Calculate the differential
- return P; // probability and return it.
- }
-
- // The confidence we have in a probability is related to the number of samples
- // that are present. We calculate the confidence on a logarithmic scale between
- // one sample and half the maximum number by category (good or bad) because
- // during condensation all counts may be reduced by half. That is, a 100%
- // confidence is achieved when a record contains a total of half the maximum
- // number of counts for a single category.
-
- double GBUdbRecord::Confidence() { // Calculate our confidence in prob.
- unsigned int Total = Good() + Bad(); // What is our total count of samples.
- if(0 == Total) return 0.0; // No samples is no confidence.
- double Confidence = (log((double)Total) / log((double)(GBUdbLimit/2))); // Calculate on a log scale.
- if(1.0 < Confidence) Confidence = 1.0; // Max confidence is 1.0.
- return Confidence; // Return the result.
- }
-
- //// GBUdbDataSet Inline Methods ///////////////////////////////////////////////
-
- GBUdbIndex GBUdbDataset::ixIPCount() { // Index of the IP count for this db.
- return MyArraySize + GBUdbIPCountOffset; // Return the offest from the end.
- }
-
- GBUdbIndex GBUdbDataset::ixNextFreeNode() { // Index of the Next Free Node.
- return MyArraySize + GBUdbNextFreeNodeOffset; // Return the offset from the end.
- }
-
- GBUdbIndex GBUdbDataset::newNodeRoot() { // Allocates a new node, returns offset.
- if(0 >= FreeNodes()) { // Check that we have free nodes to
- throw NoFreeNodes(); // allocate. If we don't then throw!
- }
- GBUdbIndex NewNode = DataArray[ixNextFreeNode()].Index(); // Grab the next new node index.
- DataArray[ixNextFreeNode()].Index(NewNode + GBUdbRecordsPerNode); // Move the allocator up a node.
- return NewNode; // Return the allocated node.
- }
-
- int GBUdbDataset::ArraySize() { // Return the current Array Size.
- return MyArraySize;
- }
-
- int GBUdbDataset::FreeNodes() { // Return the number of free nodes.
- int FreeRecords = MyArraySize - DataArray[ixNextFreeNode()].RawData; // Find the number of records left.
- int FreeNodes = (FreeRecords / GBUdbRecordsPerNode) - 1; // Convert to nodes and subtract the
- return FreeNodes; // control node, the return the value.
- }
-
- int GBUdbDataset::IPCount() { // Return the IP count.
- return DataArray[ixIPCount()].RawData;
- }
-
- int GBUdbDataset::increaseIPCount() { // When we add an IP to the db.
- return DataArray[ixIPCount()].RawData++; // Increment and return the IP count.
- }
-
- int GBUdbDataset::decreaseIPCount() { // When we drop an IP from the db.
- return DataArray[ixIPCount()].RawData--; // Decrement and return the IP count.
- }
-
- const char* GBUdbDataset::FileName() { // get the file name.
- return MyFileName.c_str();
- }
-
- unsigned int GBUdbDataset::EncodedMatch(unsigned int IP) { // Encode an IP as a MatchRecord header.
- return GBUdbMatchEntryBit | (IP & GBUdbMatchDataMask); // Use the MatchEntery bit and as much
- } // of the remaining IP data as possible.
-
- bool GBUdbDataset::isMatch(GBUdbIndex I) { // True if record at I is a match record.
- return (0 != (DataArray[I].RawData & GBUdbMatchEntryBit)); // Get the raw data and check for the bit.
- }
-
- bool GBUdbDataset::isMatch(GBUdbIndex I, unsigned int IP) { // True if record at I is a match for IP.
- return (DataArray[I].RawData == EncodedMatch(IP));
- }
-
- GBUdbRecord& GBUdbDataset::MatchedData(GBUdbIndex I) { // Returns the data for the match at I.
- return DataArray[I + 1]; // Since I points to the match record we
- } // return the record immedately after it.
-
- GBUdbRecord& GBUdbDataset::SafeUnknownRecord() { // Clears and returns the Safe record.
- MySafeUnknownRecord.RawData = GBUdbUnknown; // Clear the SafeUnknownRecord and
- return MySafeUnknownRecord; // return it as the result.
- }
-
- GBUdbIndex GBUdbDataset::ixMatchListRoot() { // Index of the Match List Root Index.
- return MyArraySize + GBUdbMatchListOffset;
- }
-
- void GBUdbDataset::increaseIPCountIfNew(GBUdbRecord& R) { // If R is GBUdbUnknown, IncreaseIPCount.
- if(GBUdbUnknown == R.RawData) { increaseIPCount(); } // If new, increase the IP count.
- }
-
- unsigned int GBUdbDataset::remapIP00toFF(unsigned int IP) { // Remaps final octet 00 to FF if needed.
- const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
- if(0 == (IP & LowOctetMask)) { // If the lowest octet is 00 then
- return (IP | LowOctetMask); // change it to FF and return.
- } // If the lowest octet is something else
- return IP; // then return the IP as is.
- }
-
- void GBUdbDataset::deleteMatchAt(GBUdbIndex I) { // Recalls MatchRecord at I for reuse.
- GBUdbIndex Next = DataArray[ixMatchListRoot()].Index(); // Find the current allocation list root.
- DataArray[I].RawData = (Next | GBUdbMatchUnusedBit); // Point the current match to that root.
- DataArray[I+1].RawData = GBUdbUnknown; // Clean out any data the match had.
- DataArray[ixMatchListRoot()].Index(I); // Make this record the list root.
- }
-
- //// GBUdb Implementations /////////////////////////////////////////////////////
-
- GBUdb::GBUdb() : // Construct the db as new.
- PostsCounter(0) { // No posts yet.
- MyDataset = new GBUdbDataset(NULL); // Construct with no file name.
- }
-
- GBUdb::GBUdb(const char* FileName) : // Construct the db from a file.
- PostsCounter(0) { // No Posts yet.
- MyDataset = new GBUdbDataset(FileName); // Load the data set by name.
- }
-
- GBUdb::~GBUdb() { // Destroy the db object.
- if(NULL != MyDataset) { // Save first if we can.
- MyDataset->save();
- delete MyDataset;
- }
- }
-
- const char* GBUdb::FileName() { // Return the file name.
- return MyDataset->FileName();
- }
-
- const char* GBUdb::FileName(const char* NewName) { // Set/Change the file name.
- return MyDataset->FileName(NewName);
- }
-
- void GBUdb::save() { // Save the data.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- MyDataset->save(); // Save the dataset.
- PostsCounter = 0; // Reset the posts counter.
- }
-
- void GBUdb::load() { // Load the data.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- MyDataset->load(); // Load the dataset.
- }
-
- GBUdbRecord GBUdb::addGood(unsigned int IP, int i) { // Count an IP as good.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- ++PostsCounter; // Count this as a post.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the record.
- unsigned int C = X.addGood(i); // Add a count to the good side.
- recordAlertFor(IP, X ,C); // Record an alert if required.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::addBad(unsigned int IP, int i) { // Count an IP as bad.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- ++PostsCounter; // Count this as a post.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
- unsigned int C = X.addBad(i); // Add a count to the bad side.
- recordAlertFor(IP, X, C); // Record an alert if required.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::setGood(unsigned int IP) { // Set the flag to Good for this IP.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
- X.Flag(Good); // Set the Good flag.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::setBad(unsigned int IP) { // Set the flag to Bad for this IP.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
- X.Flag(Bad); // Set the Bad flag.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::setUgly(unsigned int IP) { // Set the flag to Ugly for this IP.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
- X.Flag(Ugly); // Set the Ugly flag.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::setIgnore(unsigned int IP) { // Set the flag to Ignore for this IP.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
- X.Flag(Ignore); // Set the Ignore flag.
- return X; // Return a copy for analysis.
- }
-
-
- GBUdbRecord GBUdb::getRecord(unsigned int IP) { // Retrieve an IP record.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- GBUdbRecord& X = MyDataset->readRecord(IP); // ReadOnly the reocrd.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::setRecord(unsigned int IP, GBUdbRecord& R) { // Store an IP record.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
- X = R; // Overwrite X with R.
- return X; // Return a copy for analysis.
- }
-
- GBUdbRecord GBUdb::adjustCounts(unsigned int IP, GBUdbRecord& R) { // Adds counts from R to record for IP.
- cd::ScopeMutex JustMe(MyMutex); // Lock the data for this operation.
- GBUdbRecord& X = MyDataset->invokeRecord(IP); // Locate the record in the data.
- X.Bad(X.Bad() + R.Bad()); // Add the reflected adjustments
- X.Good(X.Good() + R.Good()); // to the good and bad counts.
- return X; // Return a copy for analysis.
- }
-
- bool GBUdb::dropRecord(unsigned int IP) { // Drop an IP record.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- return MyDataset->dropRecord(IP); // Pass on this call to our dataset.
- }
-
- int GBUdb::IPCount() { // Number of IPs stored.
- cd::ScopeMutex JustMe(MyMutex);
- return MyDataset->IPCount();
- }
-
- int GBUdb::Size() { // Size of GBUdb in bytes.
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- return MyDataset->ArraySize() * sizeof(GBUdbRecord); // Total records converted to bytes.
- }
-
- double GBUdb::Utilization() { // Utilization (percent).
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
- int TotalRecords = MyDataset->ArraySize(); // Calculate the total number of records.
- int FreeRecords = MyDataset->FreeNodes() * GBUdbRecordsPerNode; // Calculate the number of unused records.
- int UsedRecords = TotalRecords - FreeRecords; // Calcualte the number of used records.
- return // Calculate and return as double...
- ((double) UsedRecords) * 100.0 / // (Used Records * 100) / (TotalRecords)
- ((double) TotalRecords);
- }
-
- int GBUdb::Posts() { // Number of posts since last snapshot.
- int CurrentCount = PostsCounter; // Grab the current posts count.
- return CurrentCount; // Return the count we had.
- }
-
- //// GBUdbDataset implementations //////////////////////////////////////////////
-
- GBUdbDataset::~GBUdbDataset() { // Shutdown a dataset.
- if(NULL != DataArray) { // If the DataArray was allocated
- delete[] DataArray; // be sure to delete it and
- DataArray = NULL; // NULL it's pointer.
- }
- MyArraySize = 0; // For safety set the size to zero
- MyFileName = ""; // and "" the name.
- }
-
- GBUdbDataset::GBUdbDataset(const char* SetFileName) : // Open/Create a dataset.
- DataArray(NULL), // The array pointer starts as NULL.
- MyArraySize(0) { // And the size is zero.
- FileName(SetFileName); // Set the file name if provided.
- if(0 != MyFileName.length() && (0 == access(MyFileName.c_str(),F_OK))) { // If a file name was provided and exists
- load(); // then read the file from disk.
- } else { // If the file name was not provided
- DataArray = new GBUdbRecord[GBUdbDefaultArraySize]; // then allocate a new Array of
- MyArraySize = GBUdbDefaultArraySize; // the default size.
- DataArray[ixNextFreeNode()].RawData = // The first new node is the one
- GBUdbRootNodeOffset + GBUdbRecordsPerNode; // right after the root node.
- DataArray[ixMatchListRoot()].RawData = // Once that's up we can use it to
- newMatchNodeRoot(); // allocate the first MatchNode.
- }
- }
-
- GBUdbDataset::GBUdbDataset(GBUdbDataset& Original) : // Copy constructor.
- DataArray(NULL), // The array pointer starts as NULL.
- MyArraySize(Original.MyArraySize), // Copy the ArraySize
- MyFileName(Original.MyFileName) { // Copy the name pointer.
- DataArray = new GBUdbRecord[MyArraySize]; // Allocate a new Array.
- memcpy(DataArray, Original.DataArray, sizeof(GBUdbRecord) * MyArraySize); // Copy the data wholesale.
- }
-
- const char* GBUdbDataset::FileName(const char* NewName) { // (Re) Set the file name.
- MyFileName = ""; // Delete any previous file name.
- if(NULL != NewName) { // If we've been given a non-null cstring
- MyFileName = NewName; // capture it as our file name.
- }
- return MyFileName.c_str(); // Return our new FileName.
- }
-
- //// During the read, it is safe to plow through the array without
- //// checking because any unknown entry points to the zero node and
- //// all zero node entries point to the zero node. The read-only
- //// method does not add new nodes.
-
- GBUdbRecord& GBUdbDataset::readRecord(unsigned int IP) { // Read a record.
- IP = remapIP00toFF(IP); // Make the IP safe for consumption.
- int a0, a1, a2, a3; // We will break the IP into 4 octets.
- unsigned int xIP = IP; // Grab a copy of IP to maniuplate.
- const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
- const int BitsInOneOctet = 8; // Number of bits to shift per octet.
- a3 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
- a2 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
- a1 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
- a0 = xIP & LowOctetMask; // Grab the final octet.
- GBUdbIndex RecordIndex = GBUdbRootNodeOffset; // Starting at the root node, follow...
- RecordIndex = DataArray[RecordIndex + a0].Index(); // Follow the node then
- if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
- if(isMatch(RecordIndex, IP)) { return MatchedData(RecordIndex); } // If we have an exact match we're done!
- else { return SafeUnknownRecord(); } // If we have a mismatch we are lost...
- }
- RecordIndex = DataArray[RecordIndex + a1].Index(); // Follow the node then
- if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
- if(isMatch(RecordIndex, IP)) { return MatchedData(RecordIndex); } // If we have an exact match we're done!
- else { return SafeUnknownRecord(); } // If we have a mismatch we are lost...
- }
- RecordIndex = DataArray[RecordIndex + a2].Index(); // Follow the node. No more match checks.
- if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
- if(isMatch(RecordIndex, IP)) { return MatchedData(RecordIndex); } // If we have an exact match we're done!
- else { return SafeUnknownRecord(); } // If we have a mismatch we are lost...
- }
- return DataArray[RecordIndex + a3]; // Final node has our data :-)
- }
-
- //// dropRecord()
- //// This code is essentially a hack of the readRecord() code. If it finds
- //// the record it will return true, mark the record as GBUdbUnknown, reduce
- //// the IP count, and de-allocate the Match record. Records stored in nodes
- //// are set to GBUdbUnknown and the node is left in place - otherwise repeated
- //// add and drop operations would lead to leaking all nodes into the match
- //// record allocation space. (Node allocation is not a linked list ;-)
-
- bool GBUdbDataset::dropRecord(unsigned int IP) { // Drop an IP record.
- IP = remapIP00toFF(IP); // Make the IP safe for consumption.
- int a0, a1, a2, a3; // We will break the IP into 4 octets.
- unsigned int xIP = IP; // Grab a copy of IP to maniuplate.
- const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
- const int BitsInOneOctet = 8; // Number of bits to shift per octet.
- a3 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
- a2 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
- a1 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
- a0 = xIP & LowOctetMask; // Grab the final octet.
- GBUdbIndex RecordIndex = GBUdbRootNodeOffset; // Starting at the root node, follow...
- GBUdbIndex Node0Index = GBUdbRootNodeOffset; // Keep track of our previous nodes.
- GBUdbIndex Node1Index = 0; // This node not set yet.
- GBUdbIndex Node2Index = 0; // This node not set yet.
- GBUdbIndex Node3Index = 0; // This node not set yet.
-
- RecordIndex = DataArray[Node0Index + a0].Index(); // Follow the node then
- if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
- if(isMatch(RecordIndex, IP)) { // If we have an exact match we proceed:
- MatchedData(RecordIndex).RawData = GBUdbUnknown; // Set the data in the match to unknown.
- DataArray[Node0Index + a0].Index(GBUdbUnknown); // Remove the reference to the match record.
- deleteMatchAt(RecordIndex); // Reclaim the match record for re-use.
- decreaseIPCount(); // Reduce the IP count.
- return true; // Return that we were successful.
- } else { return false; } // If we have a mismatch we cannot delete.
- } else { // If this was a Node link then
- Node1Index = RecordIndex; // capture the node root and get ready
- } // to follow the next node.
-
- RecordIndex = DataArray[Node1Index + a1].Index(); // Follow the node then
- if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
- if(isMatch(RecordIndex, IP)) { // If we have an exact match we proceed:
- MatchedData(RecordIndex).RawData = GBUdbUnknown; // Set the data in the match to unknown.
- DataArray[Node1Index + a1].Index(GBUdbUnknown); // Remove the reference to the match record.
- deleteMatchAt(RecordIndex); // Reclaim the match record for re-use.
- decreaseIPCount(); // Reduce the IP count.
- return true; // Return that we were successful.
- } else { return false; } // If we have a mismatch we cannot delete.
- } else { // If this was a Node link then
- Node2Index = RecordIndex; // capture the node root and get ready
- } // to follow the next node.
-
- RecordIndex = DataArray[Node2Index + a2].Index(); // Follow the node then
- if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
- if(isMatch(RecordIndex, IP)) { // If we have an exact match we proceed:
- MatchedData(RecordIndex).RawData = GBUdbUnknown; // Set the data in the match to unknown.
- DataArray[Node2Index + a2].Index(GBUdbUnknown); // Remove the reference to the match record.
- deleteMatchAt(RecordIndex); // Reclaim the match record for re-use.
- decreaseIPCount(); // Reduce the IP count.
- return true; // Return that we were successful.
- } else { return false; } // If we have a mismatch we cannot delete.
- } else { // If this was a Node link then
- Node3Index = RecordIndex; // capture the node root and get ready
- } // to follow the next node.
-
- RecordIndex = Node3Index + a3; // Follow the node.
- if(GBUdbUnknown != DataArray[RecordIndex].RawData) { // If there is data there then
- DataArray[RecordIndex].RawData = GBUdbUnknown; // mark the entry as unknown,
- decreaseIPCount(); // decrease the IP count
- return true; // and return true.
- } // If we got all the way to the end and
- return false; // didn't find a match then return false.
- }
-
- /* Ahhh, the simple life. In a single mode lightning index, each key
- ** octet lives in a node, so when you grow a new path you either follow
- ** existing nodes or make new ones. We're not doing that here, but as
- ** a reference here is how that is usually handled:
- **
- GBUdbIndex GBUdbDataset::invokeAt(GBUdbRecord& R) { // Invoke at Record.
- if(GBUdbUnknown == R.RawData) { // If the record does not point to a
- R.Index(newNodeRoot()); // node then give it a new node.
- } // If the record already has a node
- return R.Index(); // or we gave it one, then follow it.
- }
- */
-
- //// Little helper function for invokeAt()
-
- int getOctet(int Octet, unsigned int IP) { // Returns Octet number Octet from IP.
- const int BitsInOneOctet = 8; // Number of bits to shift per octet.
- const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
- int BitsToShift = 0; // Assume we want a3 but
- switch(Octet) { // If we don't, use this handy switch.
- case 0: { BitsToShift = 3 * BitsInOneOctet; break; } // For octet 0, shift out 3 octets.
- case 1: { BitsToShift = 2 * BitsInOneOctet; break; } // For octet 1, shift out 2 octets.
- case 2: { BitsToShift = 1 * BitsInOneOctet; break; } // For octet 2, shift out 1 octets.
- } // For octet 3, shift none more octets.
- if(0 < BitsToShift) { // If we have bits to shift then
- IP >>= BitsToShift; // shift them.
- }
- return (IP & LowOctetMask); // Exctract the octet at the bottom.
- }
-
- //// invokeAt() is a helper function that encapsulates the work of growing new
- //// pathways. There are several cases to handle in a bimodal indexing scheme
- //// since sometimes you extend new nodes (as commented out above), and some-
- //// times you create MatchRecords, and sometimes you have collisions and
- //// have to extend previous matches.... or not. All of that will become clear
- //// shortly ;-) The good news is that at least invokeAt() is always supposed
- //// to return the next place to go --- that is, you never get lost because if
- //// the next step in the path does not exist yet then you create it.
-
- GBUdbIndex GBUdbDataset::invokeAt(GBUdbRecord& R, unsigned int IP, int Octet, bool ExtendMatches) {
-
- // R is either known (goes somewhere) or unknown (we would be lost).
- // IF R is UNNKOWN then we ...
- //// create a match and return it. (No conflict, no extension, no extra node :-)
- //**** We got out of that one so we're back at the root level.
-
- if(GBUdbUnknown == R.RawData) {
- R.Index(newMatchRecord(IP));
- return R.Index();
- }
-
- // ELSE R is KNOWN then it either points to a MatchRecord or a Node.
- //// IF R points to a Node then we will simply follow it.
- //**** We got out of that one so we're back at the root level.
-
- if(!isMatch(R.Index())) {
- return R.Index();
- }
-
- // ELSE R points to a MatchRecord then we get more complex.
- //// IF the MatchRecord matches our IP then we simply follow it.
- //**** We got out of that one so we're back at the root level.
-
- if(isMatch(R.Index(),IP)) {
- return R.Index();
- }
-
- // ELSE the MatchRecord does not match then we get more complex again...
- //// IF we are Extending Matches then we...
- ////// create a new node
- ////// push the existing match onto the new node
- ////// and create a new match for the new IP on that node.
- ////// since we already have the solution we return the new match node index (skip a step).
- //**** We got out of that one so we're back at the root level.
-
- if(ExtendMatches) { // If we are extending matches
- GBUdbIndex I = newNodeRoot(); // we create a new node.
- int NewSlotForCurrentMatch = // Locate the slot in that node where
- getOctet( // the current match should reside
- Octet + 1, // based on the octet after this one
- DataArray[R.Index()] // by extracting that octet from
- .RawData); // the MatchReord header.
- // Then we put the current match into
- DataArray[I + NewSlotForCurrentMatch].Index(R.Index()); // the correct slot on the new node,
- return R.Index(I); // point the current slot to that node
- } // and return the node to be followed.
-
- // ELSE we are NOT Extending Matches then we...
- // ** KNOW that we are adding node a3 and dealing with the final octet **
- //// create a new node
- //// map the existing match data into the new node.
- //// delete the existing match (for reallocation). deleteMatchAt(GBUdbIndex I)
- //// map the new IP into the new node.
-
- GBUdbIndex I = newNodeRoot(); // Create a new node.
- int NewSlotForCurrentMatch = // Locate the slot in that node where
- getOctet( // the current match should reside
- Octet + 1, // based on the octet after this one
- DataArray[R.Index()] // by extracting that octet from
- .RawData); // the MatchReord header.
-
- if(ExtendMatches) { // If we are extending matches...
- // then we put the current match into
- DataArray[I + NewSlotForCurrentMatch].Index(R.Index()); // the correct slot on the new node.
-
- } else { // If we are not extending matches...
- // then we must be at the end node so
- DataArray[I + NewSlotForCurrentMatch].RawData = // we copy in the data from
- MatchedData(R.Index()).RawData; // the current MatchRecord,
- deleteMatchAt(R.Index()); // and return the MatchRecord for re-use.
- }
-
- return R.Index(I); // Point the current slot to new node
- } // and return that node index to follow.
-
- //// The "invoke" method creates all of the needed nodes starting
- //// at any point where an "unwknown" entry is found.
-
- GBUdbRecord& GBUdbDataset::invokeRecord(unsigned int IP) { // Invoke a record.
- if(FreeNodes() < GBUdbGrowthThreshold) grow(); // If we need more space, make more.
- IP = remapIP00toFF(IP); // Make the IP safe for consumption.
- int a0, a1, a2, a3; // We will break the IP into 4 octets.
- unsigned int xIP = IP; // Grab a copy of IP to maniuplate.
- const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
- const bool Extend = true; // Magic number for extending Matches.
- const bool DoNotExtend = false; // Magic number for NOT extending them.
- const int BitsInOneOctet = 8; // Number of bits to shift per octet.
- a3 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
- a2 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
- a1 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
- a0 = xIP & LowOctetMask; // Grab the final octet.
- GBUdbIndex RecordIndex = GBUdbRootNodeOffset; // Starting at the root node,
- RecordIndex = invokeAt(DataArray[RecordIndex + a0], IP, 0, Extend); // Invoke w/ possible match outcome.
- if(isMatch(RecordIndex, IP)) { // If this resulted in a match
- GBUdbRecord& Result = MatchedData(RecordIndex); // then we will grab the match data
- increaseIPCountIfNew(Result); // and increase the IP count if it's new.
- return Result; // Then we return the result. Done!
- }
- RecordIndex = invokeAt(DataArray[RecordIndex + a1], IP, 1, Extend); // Invode w/ possible match outcome.
- if(isMatch(RecordIndex, IP)) { // If this resulted in a match
- GBUdbRecord& Result = MatchedData(RecordIndex); // then we will grab the match data
- increaseIPCountIfNew(Result); // and increase the IP count if it's new.
- return Result; // Then we return the result. Done!
- }
- RecordIndex = invokeAt(DataArray[RecordIndex + a2], IP, 2, DoNotExtend); // Invode w/ possible match outcome.
- if(isMatch(RecordIndex, IP)) { // If this resulted in a match
- GBUdbRecord& Result = MatchedData(RecordIndex); // then we will grab the match data
- increaseIPCountIfNew(Result); // and increase the IP count if it's new.
- return Result; // Then we return the result. Done!
- }
- GBUdbRecord& Result = DataArray[RecordIndex + a3]; // Grab the record at the final node.
- increaseIPCountIfNew(Result); // If new, increase the IP count.
- return Result; // Return the record.
- }
-
- void GBUdbDataset::save() { // Flush the GBUdb to disk.
- std::string TempFileName = MyFileName + ".tmp"; // Calculate temp and
- std::string BackFileName = MyFileName + ".bak"; // backup file names.
- std::ofstream dbFile; // Grab a file for writing.
- dbFile.open(TempFileName.c_str(), // Open the file in binary mode
- std::ios::out | std::ios::binary | std::ios::trunc); // and truncate if present.
-
- dbFile.write((char*)DataArray, sizeof(GBUdbRecord) * MyArraySize); // Write our array into the file.
- bool AllOK = dbFile.good(); // Are we happy with this?
- dbFile.close(); // Close the file when done to be nice.
- if(AllOK) { // If everything appears to be ok
- unlink(BackFileName.c_str()); // Delete any old backup file we have
- rename(MyFileName.c_str(), BackFileName.c_str()); // and make the current file a backup.
- rename(TempFileName.c_str(), MyFileName.c_str()); // Then make our new file current.
- }
- }
-
- const cd::RuntimeCheck SaneFileSizeCheck("GBUdbDataset::load():SaneFileSizeCheck(SaneGBUdbFileSizeLimit <= FileSize)");
-
- void GBUdbDataset::load() { // Read the GBUdb from disk.
-
- std::ifstream dbFile; // Grab a file for reading.
- dbFile.open(MyFileName.c_str(), std::ios::in | std::ios::binary); // Open the file with the name we have.
- dbFile.seekg(0, std::ios::end); // Go to the end of the
- int FileSize = dbFile.tellg(); // file and back so we can
- dbFile.seekg(0, std::ios::beg); // determine it's size.
-
- int SaneGBUdbFileSizeLimit = (GBUdbDefaultArraySize * sizeof(GBUdbRecord)); // What is a sane size limit?
- SaneFileSizeCheck(SaneGBUdbFileSizeLimit <= FileSize); // File size sanity check.
-
- int NewArraySize = FileSize / sizeof(GBUdbRecord); // How many records in this file?
-
- if(NULL != DataArray) { // If we have an array loaded then
- delete[] DataArray; // delete the array,
- DataArray = NULL; // NULL it's pointer,
- MyArraySize = 0; // and zero it's size.
- }
-
- DataArray = new GBUdbRecord[NewArraySize]; // Allocate an array of the proper size
- MyArraySize = NewArraySize; // set the local size variable
- dbFile.read((char*)DataArray,FileSize); // and read the file into the array.
- dbFile.close(); // Close when done to be nice.
- }
-
- void GBUdbDataset::grow(int HowManyNodes) { // Grow the DataArray.
- int NewArraySize = MyArraySize + (HowManyNodes * GBUdbRecordsPerNode); // Calcualte the new array size.
- GBUdbRecord* NewDataArray = new GBUdbRecord[NewArraySize]; // Allocate the new array.
- int OldArrayLessControl = MyArraySize + GBUdbControlNodeOffset; // Include all records but no control.
- memcpy(NewDataArray, DataArray, sizeof(GBUdbRecord) * OldArrayLessControl); // Copy the old data to the new array.
- for( // Loop through the control nodes...
- int o = MyArraySize + GBUdbControlNodeOffset, // o = old node index
- n = NewArraySize + GBUdbControlNodeOffset, // n = new node index
- c = GBUdbRecordsPerNode; // c = the record count (how many to do).
- c > 0; // For until we run out of records,
- c--) { // decrementing the count each time,
- NewDataArray[n].RawData = DataArray[o].RawData;n++;o++; // Copy the old control data.
- }
- delete[] DataArray; // Delete the old data array.
- DataArray = NewDataArray; // Swap in the new data array.
- MyArraySize = NewArraySize; // Correct the size value.
- }
-
- GBUdbIndex GBUdbDataset::newMatchRecord(unsigned int IP) { // Allocate a new Match record for IP.
- GBUdbIndex I = DataArray[ixMatchListRoot()].RawData; // Grab the root unused Match Record index.
- GBUdbRecord& R = DataArray[I]; // Grab the record itself and inspect it.
- if((R.RawData & GBUdbFlagsMask) != GBUdbMatchUnusedBit) { // Check that this looks like an
- throw MatchAllocationCorrupted(); // unused match record and if not throw!
- } // If all is well then lets proceed.
-
- //// First, let's heal the linked list for future allocations.
-
- if(GBUdbMatchUnusedBit == R.RawData) { // If the match record we are on is
- DataArray[ixMatchListRoot()].RawData = // the last in the list then allocate
- newMatchNodeRoot(); // a new MatchListNode for the next
- } else { // allocation. However, if there are
- DataArray[ixMatchListRoot()].RawData = // more records left in the list then
- (R.RawData & GBUdbMatchDataMask); // set up the next node for the next
- } // allocation.
-
- //// Once that's done we can use the record we have for real data.
-
- R.RawData = EncodedMatch(IP); // Encode the match record for the IP.
-
- return I; // Return the match record's index.
- }
-
- GBUdbIndex GBUdbDataset::newMatchNodeRoot() { // Allocate a new Match node.
- GBUdbIndex I = newNodeRoot(); // Grab a new node to convert.
- int iLastMatch = GBUdbRecordsPerNode - 2; // Calc the localized i for last match.
- for(int i = 0; i < iLastMatch; i+=2) { // Loop through the node
- DataArray[I+i].RawData = GBUdbMatchUnusedBit | (I+i+2); // Build a linked list of Unused Match
- DataArray[I+i+1].RawData = GBUdbUnknown; // records with empty data.
- }
- DataArray[I+iLastMatch].RawData = GBUdbMatchUnusedBit; // The last record gets a NULL index
- DataArray[I+iLastMatch+1].RawData = GBUdbUnknown; // and null data to terminate the list.
- return I; // Return the root index.
- }
-
- // doForAllRecords()
- // This method uses a recursive call to doAllAtNode()
- // doAllAtNode sweeps through each record in a node and processes any
- // node entries through the next level (calling itself) or directly if
- // the node is node3, or if it's pointing to a match record.
-
- void GBUdbDataset::updateWorkingIP(unsigned int& WIP, int OctetValue, int Level) { // Update the Working IP (WIP) at octet Level
- switch(Level) {
- case 0: { // For the node zero address,
- WIP = WIP & 0x00FFFFFF; // Mask out the node zero bits.
- OctetValue = OctetValue << 24; // Shift the octet value into position.
- WIP = WIP | OctetValue; // Or the octet value bits into place.
- break;
- }
- case 1: {
- WIP = WIP & 0xFF00FFFF; // Mask out the node zero bits.
- OctetValue = OctetValue << 16; // Shift the octet value into position.
- WIP = WIP | OctetValue; // Or the octet value bits into place.
- break;
- }
- case 2: {
- WIP = WIP & 0xFFFF00FF; // Mask out the node zero bits.
- OctetValue = OctetValue << 8; // Shift the octet value into position.
- WIP = WIP | OctetValue; // Or the octet value bits into place.
- break;
- }
- case 3: {
- WIP = WIP & 0xFFFFFF00; // Mask out the node zero bits.
- WIP = WIP | OctetValue; // Or the octet value bits into place.
- break;
- }
- }
- }
-
- //// Note about doAllAtNode(). The x.x.x.0 address is skipped on purpose. This
- //// is because all x.x.x.0 addresses are mapped to x.x.x.255. By skipping this
- //// address and starting at x.x.x.1 in any search, we do not need to check for
- //// x.x.x.0 ips that were remapped. They will simply appear at x.x.x.255.
-
- void GBUdbDataset::doAllAtNode( // Recursively call O with all valid records.
- GBUdbIndex I, // Input the node index.
- GBUdbOperator& O, // Input the Operator to call.
- int NodeLevel, // Input the NodeLevel.
- unsigned int WIP // Input the working IP.
- ) {
- int FirstI = (3 > NodeLevel) ? 0 : 1; // Skip any x.x.x.0 addresses.
- for(int i = FirstI; i < GBUdbRecordsPerNode; i++) { // Loop through the slots in this node.
- GBUdbIndex RecordIndex = DataArray[I + i].Index(); // Get the record index for this slot.
- if(GBUdbUnknown != RecordIndex) { // Check that this slot is not empty.
- updateWorkingIP(WIP, i, NodeLevel); // If we've got something then update the WIP.
- if(3 > NodeLevel) { // If we are working in rootward nodes:
- if(isMatch(RecordIndex)) { // Check for a match record. If we have one then
- unsigned int MatchIP = WIP & 0xFF000000; // build the IP for the match from the root
- MatchIP |= (DataArray[RecordIndex].RawData & 0x00FFFFFF); // of the WIP and the match IP data.
- O(MatchIP, MatchedData(RecordIndex)); // Then call the operator with the matched data.
- // If this slot is not a match record
- } else { // then it is a node address so we will
- doAllAtNode(RecordIndex, O, NodeLevel+1, WIP); // recurse to that node at a deeper level.
- }
- } else { // If we are working in the last node then
- O(WIP, DataArray[I + i]); // call the Operator with this IP & Record.
- } // All known data values in the last node are
- } // actual data records after all.
- }
- }
-
- void GBUdbDataset::doForAllRecords(GBUdbOperator& O) { // Call O for every valid record.
- unsigned int WorkingIP = 0; // A working IP for all levels to use.
- int NodeLevel = 0; // The Node level where we start.
- doAllAtNode(GBUdbRootNodeOffset, O, NodeLevel, WorkingIP); // Start at the root node, level 0.
- }
-
- //// GBUdb Implementations /////////////////////////////////////////////////////
-
- bool AlertFor(int count) { // True if an alert is needed.
- return ( // We want an alert whenever a count
- 0x00000001 == count || // hits any of these thresholds. Each
- 0x00000002 == count || // threshold is a new bit position
- 0x00000004 == count || // indicating that the count has
- 0x00000008 == count || // achieved a new power of 2. This
- 0x00000010 == count || // mechanism insures that newer IPs
- 0x00000020 == count || // get lots of attention while long
- 0x00000040 == count || // standing IPs still get visited
- 0x00000080 == count || // from time to time as their activity
- 0x00000100 == count || // continues.
- 0x00000200 == count ||
- 0x00000400 == count ||
- 0x00000800 == count ||
- 0x00001000 == count ||
- 0x00002000 == count ||
- 0x00004000 == count
- );
- }
-
- cd::RuntimeCheck GoodTimestampLength("GBUdb.cpp:getTimestamp snprintf(...) == CorrectTimestampLength");
- char* getTimestamp(char* TimestampBfr) { // Creates an ISO GMT timestamp.
-
- time_t rawtime; // Get a timer and
- tm * gmt; // a time structure.
- time(&rawtime); // Grab the current time and
- gmt=gmtime(&rawtime); // convert it to GMT.
-
- size_t l = snprintf(TimestampBfr,UTCBufferSize, "%04d%02d%02d%02d%02d%02d", // Format yyyymmddhhmmss
- gmt->tm_year+1900,
- gmt->tm_mon+1,
- gmt->tm_mday,
- gmt->tm_hour,
- gmt->tm_min,
- gmt->tm_sec
- );
-
- const size_t CorrectTimestampLength = 4+2+2+2+2+2;
- GoodTimestampLength(l == CorrectTimestampLength);
-
- return TimestampBfr;
- }
-
- char* getIPString(unsigned int IP, char* bfr) { // Converts an IP to a string.
- int a0, a1, a2, a3; // We will break the IP into 4 octets.
- const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
- const int BitsInOneOctet = 8; // Number of bits to shift per octet.
- a3 = IP & LowOctetMask; IP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
- a2 = IP & LowOctetMask; IP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
- a1 = IP & LowOctetMask; IP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
- a0 = IP & LowOctetMask; // Grab the final octet.
- sprintf(bfr,"%d.%d.%d.%d",a0,a1,a2,a3);
- return bfr;
- }
-
- void GBUdb::recordAlertFor(unsigned int IP, GBUdbRecord& R, unsigned int C) { // Record an alert event for R if needed.
- if(AlertFor(C)) { // If an alert is needed at this level...
- GBUdbAlert NewAlert; // Create a new alert record.
- NewAlert.IP = IP; // Assign the IP.
- NewAlert.R = R; // Assign the Record.
- cd::ScopeMutex JustMe(AlertsMutex); // Lock the alerts list mutex.
- MyAlerts.push_back(NewAlert); // Add our new alert to the list.
- }
- }
-
- GBUdbAlert::GBUdbAlert() : // Default constructor gets timestamp.
- IP(0) { // IP to zero, R will init to zero
- getTimestamp(UTC); // on it's own... Get timestamp.
- }
-
- std::string GBUdbAlert::toXML() { // Convert this alert to XML text
- std::stringstream Alert; // We'll use a stringstream.
-
- const char* FlagName = "ERROR"; // We will want the Flag as text.
- switch(R.Flag()) { // Switch on the Flag() value.
- case Good: { FlagName = "Good"; break; } // Convert each value to it's name.
- case Bad: { FlagName = "Bad"; break; }
- case Ugly: { FlagName = "Ugly"; break; }
- case Ignore: { FlagName = "Ignore"; break; }
- }
-
- char IPStringBfr[20]; // We need a buffer for our IP.
-
- Alert
- << "<gbu time=\'" << UTC // GBU alert + timestamp followed
- << "\' ip=\'" << getIPString(IP,IPStringBfr) // with the IP,
- << "\' t=\'" << FlagName // the type flag,
- << "\' b=\'" << R.Bad() // the bad count,
- << "\' g=\'" << R.Good() // and the good count.
- << "\'/>"; // That's the end.
-
- return Alert.str(); // Return the string.
- }
-
- //// Alert import and export - for sharing data between nodes.
-
- void GBUdb::GetAlerts(std::list<GBUdbAlert>& ListToFill) { // Get all current alerts & clear;
- ListToFill.clear(); // Clear out the list to fill.
- cd::ScopeMutex JustMe(AlertsMutex); // Lock for a moment.
- ListToFill = MyAlerts; // Copy our alerts to the new list.
- MyAlerts.clear(); // Clear our alerts.
- }
-
- // In order to allow gbudb nodes to interact without swamping their individuality,
- // the default mode for integrating thier data is to represent the remote peer's
- // influence on a logarithmic scale.
-
- unsigned int rescaleGBUdbCount(unsigned int C) { // Rescale count C for integration.
- if(C < 0x00000001) { return 0; } else // Log2, really, .. the short way.
- if(C < 0x00000002) { return 1; } else // How many significant bits are in
- if(C < 0x00000004) { return 2; } else // the number. Put another way, what
- if(C < 0x00000008) { return 3; } else // power of 2 is required to for
- if(C < 0x00000010) { return 4; } else // this number.
- if(C < 0x00000020) { return 5; } else
- if(C < 0x00000040) { return 6; } else
- if(C < 0x00000080) { return 7; } else
- if(C < 0x00000100) { return 8; } else
- if(C < 0x00000200) { return 9; } else
- if(C < 0x00000400) { return 10; } else
- if(C < 0x00000800) { return 11; } else
- if(C < 0x00001000) { return 12; } else
- if(C < 0x00002000) { return 13; } else
- if(C < 0x00004000) { return 14; } else
- return 15;
- }
-
- void GBUdb::ImportAlerts(std::list<GBUdbAlert>& PeerAlerts) { // Integrate peer alerts using log2.
- std::list<GBUdbAlert>::iterator iA;
- for(iA = PeerAlerts.begin(); iA != PeerAlerts.end(); iA++) { // Go through the list of PeerAlerts.
- GBUdbRecord R = (*iA).R; // Grab the Record in this alert.
- R.Bad(rescaleGBUdbCount(R.Bad())); // Adjust the bad and good counts
- R.Good(rescaleGBUdbCount(R.Good())); // for integration.
- adjustCounts((*iA).IP, R); // Adjust the local counts w/ R.
- }
- }
-
- //// doForAllRecords
- //// This method handles GBUdbOperators and their locking semantics.
- //// For full dataset locking the mutex is acquired before calling the
- //// dataset's doForAllRecords(). For record locking, the O passed to
- //// this method is wrapped in a record locking shim (below) and that is
- //// passed to the dataset. If None is selected then the Operator is
- //// passed to the dataset as is -- assuming that the Operator will handle
- //// it's own locking as needed.
-
- class GBUdbRecordLockingShim : public GBUdbOperator { // Record locking shim for doForAllRecords.
-
- private:
-
- GBUdbOperator& MyOperator; // Reference the Operator we will be servicing.
- cd::Mutex& MyMutex; // Reference the Mutex for the GBUdb we are in.
-
- public:
-
- GBUdbRecordLockingShim(GBUdbOperator& O, cd::Mutex& M) : // On construction we grab our critical pieces.
- MyOperator(O),
- MyMutex(M) {
- }
-
- GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) { // When our operator() is called
- cd::ScopeMutex JustMe(MyMutex); // we lock the mutex in scope and
- return MyOperator(IP, R); // call the Operator we're servicing.
- } // When we leave scope we unlock (see above).
- };
-
- void GBUdb::doForAllRecords(GBUdbOperator& O, GBUdbLocking L) { // Calls O(IP, Record) w/Every record.
- if(Dataset == L) { // If we are locking for the Dataset, then
- cd::ScopeMutex JustMe(MyMutex); // we will lock the mutex during this
- MyDataset->doForAllRecords(O); // entire operation.
- } else
- if(Record == L) { // If we are locking per record then
- GBUdbRecordLockingShim X(O, MyMutex); // we create a record locking shim instance
- MyDataset->doForAllRecords(X); // and call O() through that.
- } else { // If locking is NOT enabled, then
- MyDataset->doForAllRecords(O); // we will call O() without any locking.
- }
- }
-
- //// The saveSnapshot() method allows us to save a snapshot of our dataset
- //// while keeping the mutex locked for as short a time as possible: Just long
- //// enough to make a copy of the dataset in RAM.
-
- void GBUdb::saveSnapshot() { // Saves a snapshot of the current db.
- GBUdbDataset* Snapshot = NULL; // We need a pointer for our snapshot.
- if(NULL == MyDataset) { // If we do not have a dataset to copy
- return; // then we simply return.
- } else { // If we do have a Dataset to copy...
- cd::ScopeMutex JustMe(MyMutex); // Lock the mutex and
- Snapshot = new GBUdbDataset(*MyDataset); // make a copy in memory.
- } // Then we can unlock the mutex.
- Snapshot->save(); // Then outside the mutex we can save.
- delete Snapshot; // Once saved we can delete the snapshot.
- PostsCounter = 0; // Reset the posts counter.
- }
-
- //// reduce()
- //// Using the doForAllRecords() functionality, this method reduces all counts
- //// by 2 thus renormalizing all records at lower count values. Unknown flagged
- //// records who's counts drop to zero will achieve the state GBUdbUnknown. As
- //// such, those values would not be carried over in a compress() operation.
-
- class ReduceAll : public GBUdbOperator { // To reduce the good and bad counts.
- public:
- GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) { // Given each record,
- R.Good(R.Good() >> 1); // Reduce the Good count by half.
- R.Bad(R.Bad() >> 1); // Reduce the Bad count by half.
- return R; // Return the record.
- }
- } ReduceAllOperator;
-
- void GBUdb::reduce() { // Reduce all counts by half.
- doForAllRecords(ReduceAllOperator); // Call do for all records with the
- } // ReduceAllOperator.
-
- //// compress()
- //// Using the doForAllRecords() functionality, this method creates a temporary
- //// dataset, copies the existing data into that dataset except where the data
- //// is GBUdbUnknown, and then swaps the new dataset in place of the old.
-
- class CompressAll : public GBUdbOperator {
- private:
-
- GBUdbDataset* MyOldDataset; // Where do we find the old dataset.
- GBUdbDataset* MyNewDataset; // Where do we store our new dataset.
-
- int CountConverted;
- int CountDropped;
-
- public:
-
- // Note - There is no destructor. It is expected that the calling function
- // will extract the NewDataset and replace the OldDataset when the operation
- // has been successful.
-
- CompressAll(GBUdbDataset* OldDataset) : // Startup by
- MyOldDataset(OldDataset), // Grabbing the old dataset,
- MyNewDataset(NULL), // The new one isn't there yet.
- CountConverted(0), // Converted and Dropped
- CountDropped(0) { // Counts are zero.
- MyNewDataset = new GBUdbDataset(NULL); // Allocate a new Dataset.
- MyNewDataset->FileName(OldDataset->FileName()); // Set it's name the same as the old.
- } // We don't want to Load() it that way ;-)
-
- GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) { // The ForAll Operator goes like this...
- if(GBUdbUnknown != R.RawData) { // If the record is not GBUdbUnknown then
- MyNewDataset->invokeRecord(IP).RawData = R.RawData; // invoke it and copy it's data.
- ++CountConverted; // Increment the converted count.
- } else { // If the record is GBUdbUnknown then
- ++CountDropped; // count it as dropped and forget it.
- }
- return R; // Return the record reference.
- }
-
- GBUdbDataset* Old() {return MyOldDataset;} // Here we can get our OldDataset pointer.
- GBUdbDataset* New() {return MyNewDataset;} // Here we can get our NewDataset pointer.
- int Converted() {return CountConverted;} // Here we can get the converted count.
- int Dropped() {return CountDropped;} // Here we can get the dropped count.
- };
-
- void GBUdb::compress() { // Remove any unknown records (reduced to zero).
- CompressAll BuildCompressedDataset(MyDataset); // Create a CompressAll operator for this dataset.
- cd::ScopeMutex Freeze(MyMutex); // Lock the mutex for the rest of this operation.
- MyDataset->doForAllRecords(BuildCompressedDataset); // Copy all of the active data records.
- MyDataset = BuildCompressedDataset.New(); // Put the new dataset in place.
- delete BuildCompressedDataset.Old(); // Delete the old dataset.
- } // All done, so we're unlocked.
-
- int GBUdb::readIgnoreList(const char* FileName) { // setIgnore for a list of IPs
- int IPCount = 0; // Keep track of the IPs we read.
- try { // Capture any exceptions.
- char IPLineBuffer[256]; // Create a line buffer.
- const int SafeBufferSize = sizeof(IPLineBuffer) - 1; // Safe size always leaves a NULL on the end.
- std::ifstream ListFile(FileName, std::ios::in); // Open up the list file.
- while(ListFile.good()) { // While we've got a good file (not eof)
- memset(IPLineBuffer, 0, sizeof(IPLineBuffer)); // Clear the buffer.
- ListFile.getline(IPLineBuffer, SafeBufferSize); // Read the line. (safely NULL terminated)
-
- // Now we have an IP on a line (in theory). We will parse
- // the ip and process any that parse correctly.
- // First eat anything that's not a digit.
-
- unsigned long IP = 0L; // We need an IP buffer.
- char* cursor = IPLineBuffer; // Start on the first byte.
-
- if('#' == *cursor) continue; // Lines that start with # are comments.
- while(0 < *cursor && isspace(*cursor)) ++cursor; // Eat any leading spaces.
-
- // First octet.
-
- if(!isdigit(*cursor)) continue; // If it's not a digit skip this line.
- if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
- IP += atoi(cursor); IP <<= 8; // Grab the first int and shift it.
- while(isdigit(*cursor)) ++cursor; // Eat those digits.
- if('.'!=(*cursor)) continue; // If we don't find a dot skip this line.
- ++cursor; // If we do, skip the dot.
-
- // Second octet.
-
- if(!isdigit(*cursor)) continue; // If we're not at digit skip this line.
- if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
- IP += atoi(cursor); IP <<= 8; // Grab the octet and shift things left.
- while(isdigit(*cursor)) ++cursor; // Eat those digits.
- if('.'!=(*cursor)) continue; // If we don't find a dot skip this line.
- ++cursor; // If we do, skip the dot.
-
- // Third octet.
-
- if(!isdigit(*cursor)) continue; // If we're not at digit skip this line.
- if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
- IP += atoi(cursor); IP <<= 8; // Grab the octet and shift things left.
- while(isdigit(*cursor)) ++cursor; // Eat those digits.
- if('.'!=(*cursor)) continue; // If we don't find a dot skip this line.
- ++cursor; // If we do, skip the dot.
-
- // Last octet.
-
- if(!isdigit(*cursor)) continue; // If we're not at a digit skip this line.
- if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
- IP += atoi(cursor); // Grab the octet. IP finished!
-
- setIgnore(IP); // Set the IP to Ignore.
- ++IPCount; // Bump the IP count.
-
- }
- ListFile.close();
- }
- catch(...) { } // If we have an exception we stop.
- return IPCount; // Always return the number of lines read.
- }
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