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In https://webrtc-review.googlesource.com/c/src/+/1560 we moved WebRTC from src/webrtc to src/ (in order to preserve an healthy git history). This CL takes care of fixing header guards, #include paths, etc... NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true TBR=tommi@webrtc.org Bug: chromium:611808 Change-Id: Iea91618212bee0af16aa3f05071eab8f93706578 Reviewed-on: https://webrtc-review.googlesource.com/1561 Reviewed-by: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Henrik Kjellander <kjellander@webrtc.org> Commit-Queue: Mirko Bonadei <mbonadei@webrtc.org> Cr-Commit-Position: refs/heads/master@{#19846}
125 lines
4.1 KiB
C++
125 lines
4.1 KiB
C++
/*
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* Copyright 2004 The WebRTC Project Authors. All rights reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#ifndef RTC_BASE_FIREWALLSOCKETSERVER_H_
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#define RTC_BASE_FIREWALLSOCKETSERVER_H_
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#include <vector>
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#include "rtc_base/criticalsection.h"
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#include "rtc_base/socketserver.h"
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namespace rtc {
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class FirewallManager;
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// This SocketServer shim simulates a rule-based firewall server.
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enum FirewallProtocol { FP_UDP, FP_TCP, FP_ANY };
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enum FirewallDirection { FD_IN, FD_OUT, FD_ANY };
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class FirewallSocketServer : public SocketServer {
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public:
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FirewallSocketServer(SocketServer* server,
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FirewallManager* manager = nullptr,
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bool should_delete_server = false);
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~FirewallSocketServer() override;
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SocketServer* socketserver() const { return server_; }
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void set_socketserver(SocketServer* server) {
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if (server_ && should_delete_server_) {
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delete server_;
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server_ = nullptr;
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should_delete_server_ = false;
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}
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server_ = server;
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}
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// Settings to control whether CreateSocket or Socket::Listen succeed.
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void set_udp_sockets_enabled(bool enabled) { udp_sockets_enabled_ = enabled; }
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void set_tcp_sockets_enabled(bool enabled) { tcp_sockets_enabled_ = enabled; }
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bool tcp_listen_enabled() const { return tcp_listen_enabled_; }
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void set_tcp_listen_enabled(bool enabled) { tcp_listen_enabled_ = enabled; }
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// Rules govern the behavior of Connect/Accept/Send/Recv attempts.
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void AddRule(bool allow, FirewallProtocol p = FP_ANY,
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FirewallDirection d = FD_ANY,
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const SocketAddress& addr = SocketAddress());
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void AddRule(bool allow, FirewallProtocol p,
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const SocketAddress& src, const SocketAddress& dst);
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void ClearRules();
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bool Check(FirewallProtocol p,
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const SocketAddress& src, const SocketAddress& dst);
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// Set the IP addresses for which Bind will fail. By default this list is
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// empty. This can be used to simulate a real OS that refuses to bind to
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// addresses under various circumstances.
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//
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// No matter how many addresses are added (including INADDR_ANY), the server
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// will still allow creating outgoing TCP connections, since they don't
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// require explicitly binding a socket.
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void SetUnbindableIps(const std::vector<rtc::IPAddress>& unbindable_ips);
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bool IsBindableIp(const rtc::IPAddress& ip);
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Socket* CreateSocket(int type) override;
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Socket* CreateSocket(int family, int type) override;
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AsyncSocket* CreateAsyncSocket(int type) override;
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AsyncSocket* CreateAsyncSocket(int family, int type) override;
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void SetMessageQueue(MessageQueue* queue) override;
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bool Wait(int cms, bool process_io) override;
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void WakeUp() override;
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Socket * WrapSocket(Socket * sock, int type);
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AsyncSocket * WrapSocket(AsyncSocket * sock, int type);
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private:
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SocketServer * server_;
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FirewallManager * manager_;
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CriticalSection crit_;
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struct Rule {
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bool allow;
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FirewallProtocol p;
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FirewallDirection d;
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SocketAddress src;
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SocketAddress dst;
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};
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std::vector<Rule> rules_;
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std::vector<rtc::IPAddress> unbindable_ips_;
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bool should_delete_server_;
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bool udp_sockets_enabled_;
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bool tcp_sockets_enabled_;
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bool tcp_listen_enabled_;
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};
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// FirewallManager allows you to manage firewalls in multiple threads together
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class FirewallManager {
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public:
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FirewallManager();
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~FirewallManager();
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void AddServer(FirewallSocketServer * server);
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void RemoveServer(FirewallSocketServer * server);
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void AddRule(bool allow, FirewallProtocol p = FP_ANY,
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FirewallDirection d = FD_ANY,
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const SocketAddress& addr = SocketAddress());
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void ClearRules();
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private:
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CriticalSection crit_;
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std::vector<FirewallSocketServer *> servers_;
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};
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} // namespace rtc
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#endif // RTC_BASE_FIREWALLSOCKETSERVER_H_
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