/*
* 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_