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/*
* libjingle
* Copyright 2004--2005, Google Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef TALK_BASE_FIREWALLSOCKETSERVER_H_
#define TALK_BASE_FIREWALLSOCKETSERVER_H_
#include <vector>
#include "talk/base/socketserver.h"
#include "talk/base/criticalsection.h"
namespace talk_base {
class FirewallManager;
// This SocketServer shim simulates a rule-based firewall server.
enum FirewallProtocol { FP_UDP, FP_TCP, FP_ANY };
enum FirewallDirection { FD_IN, FD_OUT, FD_ANY };
class FirewallSocketServer : public SocketServer {
public:
FirewallSocketServer(SocketServer * server,
FirewallManager * manager = NULL,
bool should_delete_server = false);
virtual ~FirewallSocketServer();
SocketServer* socketserver() const { return server_; }
void set_socketserver(SocketServer* server) {
if (server_ && should_delete_server_) {
delete server_;
server_ = NULL;
should_delete_server_ = false;
}
server_ = server;
}
// Settings to control whether CreateSocket or Socket::Listen succeed.
void set_udp_sockets_enabled(bool enabled) { udp_sockets_enabled_ = enabled; }
void set_tcp_sockets_enabled(bool enabled) { tcp_sockets_enabled_ = enabled; }
bool tcp_listen_enabled() const { return tcp_listen_enabled_; }
void set_tcp_listen_enabled(bool enabled) { tcp_listen_enabled_ = enabled; }
// Rules govern the behavior of Connect/Accept/Send/Recv attempts.
void AddRule(bool allow, FirewallProtocol p = FP_ANY,
FirewallDirection d = FD_ANY,
const SocketAddress& addr = SocketAddress());
void AddRule(bool allow, FirewallProtocol p,
const SocketAddress& src, const SocketAddress& dst);
void ClearRules();
bool Check(FirewallProtocol p,
const SocketAddress& src, const SocketAddress& dst);
virtual Socket* CreateSocket(int type);
virtual Socket* CreateSocket(int family, int type);
virtual AsyncSocket* CreateAsyncSocket(int type);
virtual AsyncSocket* CreateAsyncSocket(int family, int type);
virtual void SetMessageQueue(MessageQueue* queue) {
server_->SetMessageQueue(queue);
}
virtual bool Wait(int cms, bool process_io) {
return server_->Wait(cms, process_io);
}
virtual void WakeUp() {
return server_->WakeUp();
}
Socket * WrapSocket(Socket * sock, int type);
AsyncSocket * WrapSocket(AsyncSocket * sock, int type);
private:
SocketServer * server_;
FirewallManager * manager_;
CriticalSection crit_;
struct Rule {
bool allow;
FirewallProtocol p;
FirewallDirection d;
SocketAddress src;
SocketAddress dst;
};
std::vector<Rule> rules_;
bool should_delete_server_;
bool udp_sockets_enabled_;
bool tcp_sockets_enabled_;
bool tcp_listen_enabled_;
};
// FirewallManager allows you to manage firewalls in multiple threads together
class FirewallManager {
public:
FirewallManager();
~FirewallManager();
void AddServer(FirewallSocketServer * server);
void RemoveServer(FirewallSocketServer * server);
void AddRule(bool allow, FirewallProtocol p = FP_ANY,
FirewallDirection d = FD_ANY,
const SocketAddress& addr = SocketAddress());
void ClearRules();
private:
CriticalSection crit_;
std::vector<FirewallSocketServer *> servers_;
};
} // namespace talk_base
#endif // TALK_BASE_FIREWALLSOCKETSERVER_H_
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