/* * 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 #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 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 servers_; }; } // namespace talk_base #endif // TALK_BASE_FIREWALLSOCKETSERVER_H_