/* * Copyright 2004 The WebRTC Project Authors. All rights reserved. * * Use of this source code is governed by a BSD-style license * that can be found in the LICENSE file in the root of the source * tree. An additional intellectual property rights grant can be found * in the file PATENTS. All contributing project authors may * be found in the AUTHORS file in the root of the source tree. */ #ifndef WEBRTC_BASE_FIREWALLSOCKETSERVER_H_ #define WEBRTC_BASE_FIREWALLSOCKETSERVER_H_ #include <vector> #include "webrtc/base/socketserver.h" #include "webrtc/base/criticalsection.h" namespace rtc { 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 rtc #endif // WEBRTC_BASE_FIREWALLSOCKETSERVER_H_