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The Zeek code base has very inconsistent #includes. Many sources included a few headers, and those headers included other headers, and in the end, nearly everything is included everywhere, so missing #includes were never noticed. Another side effect was a lot of header bloat which slows down the build. First step to fix it: in each source file, its own header should be included first to verify that each header's includes are correct, and none is missing. After adding the missing #includes, I replaced lots of #includes inside headers with class forward declarations. In most headers, object pointers are never referenced, so declaring the function prototypes with forward-declared classes is just fine. This patch speeds up the build by 19%, because each compilation unit gets smaller. Here are the "time" numbers for a fresh build (with a warm page cache but without ccache): Before this patch: 3144.94user 161.63system 3:02.87elapsed 1808%CPU (0avgtext+0avgdata 2168608maxresident)k 760inputs+12008400outputs (1511major+57747204minor)pagefaults 0swaps After this patch: 2565.17user 141.83system 2:25.46elapsed 1860%CPU (0avgtext+0avgdata 1489076maxresident)k 72576inputs+9130920outputs (1667major+49400430minor)pagefaults 0swaps
36 lines
622 B
C++
36 lines
622 B
C++
// See the file "COPYING" in the main distribution directory for copyright.
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#pragma once
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#include <sys/types.h> // for u_char
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struct ip;
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struct tcphdr;
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struct udphdr;
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struct icmp;
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class IP_Hdr;
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class Val;
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class RecordType;
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class Func;
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class Discarder {
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public:
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Discarder();
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~Discarder();
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int IsActive();
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int NextPacket(const IP_Hdr* ip, int len, int caplen);
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protected:
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Val* BuildData(const u_char* data, int hdrlen, int len, int caplen);
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Func* check_ip;
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Func* check_tcp;
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Func* check_udp;
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Func* check_icmp;
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// Maximum amount of application data passed to filtering functions.
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int discarder_maxlen;
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};
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