1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
/*
* 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 RTC_BASE_FIREWALL_SOCKET_SERVER_H_
#define RTC_BASE_FIREWALL_SOCKET_SERVER_H_
#include <vector>
#include "rtc_base/ip_address.h"
#include "rtc_base/socket.h"
#include "rtc_base/socket_address.h"
#include "rtc_base/socket_server.h"
#include "rtc_base/synchronization/mutex.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 = nullptr,
bool should_delete_server = false);
~FirewallSocketServer() override;
SocketServer* socketserver() const { return server_; }
void set_socketserver(SocketServer* server) {
if (server_ && should_delete_server_) {
delete server_;
server_ = nullptr;
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);
// Set the IP addresses for which Bind will fail. By default this list is
// empty. This can be used to simulate a real OS that refuses to bind to
// addresses under various circumstances.
//
// No matter how many addresses are added (including INADDR_ANY), the server
// will still allow creating outgoing TCP connections, since they don't
// require explicitly binding a socket.
void SetUnbindableIps(const std::vector<rtc::IPAddress>& unbindable_ips);
bool IsBindableIp(const rtc::IPAddress& ip);
Socket* CreateSocket(int family, int type) override;
void SetMessageQueue(Thread* queue) override;
bool Wait(int cms, bool process_io) override;
void WakeUp() override;
Socket* WrapSocket(Socket* sock, int type);
private:
SocketServer* server_;
FirewallManager* manager_;
webrtc::Mutex mutex_;
struct Rule {
bool allow;
FirewallProtocol p;
FirewallDirection d;
SocketAddress src;
SocketAddress dst;
};
std::vector<Rule> rules_;
std::vector<rtc::IPAddress> unbindable_ips_;
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:
webrtc::Mutex mutex_;
std::vector<FirewallSocketServer*> servers_;
};
} // namespace rtc
#endif // RTC_BASE_FIREWALL_SOCKET_SERVER_H_
|