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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_P2P_BASE_PORT_H_
#define TALK_P2P_BASE_PORT_H_
#include <string>
#include <vector>
#include <map>
#include "talk/base/network.h"
#include "talk/base/socketaddress.h"
#include "talk/base/proxyinfo.h"
#include "talk/base/sigslot.h"
#include "talk/base/thread.h"
#include "talk/p2p/base/candidate.h"
#include "talk/p2p/base/stun.h"
#include "talk/p2p/base/stunrequest.h"
namespace talk_base {
class AsyncPacketSocket;
}
namespace cricket {
class Connection;
enum ProtocolType {
PROTO_UDP,
PROTO_TCP,
PROTO_SSLTCP,
PROTO_LAST = PROTO_SSLTCP
};
const char* ProtoToString(ProtocolType proto);
bool StringToProto(const char* value, ProtocolType* proto);
struct ProtocolAddress {
talk_base::SocketAddress address;
ProtocolType proto;
ProtocolAddress(const talk_base::SocketAddress& a, ProtocolType p)
: address(a), proto(p) { }
};
// Computes instantaneous bytes per second.
class RateTracker {
public:
RateTracker();
size_t total_bytes() const;
size_t bytes_second();
void Update(size_t bytes);
private:
size_t total_bytes_;
size_t bytes_second_;
uint32 last_bytes_second_time_;
size_t last_bytes_second_calc_;
};
// Represents a local communication mechanism that can be used to create
// connections to similar mechanisms of the other client. Subclasses of this
// one add support for specific mechanisms like local UDP ports.
class Port : public talk_base::MessageHandler, public sigslot::has_slots<> {
public:
Port(talk_base::Thread* thread, const std::string &type,
talk_base::SocketFactory* factory, talk_base::Network* network);
virtual ~Port();
// The thread on which this port performs its I/O.
talk_base::Thread* thread() { return thread_; }
// The factory used to create the sockets of this port.
talk_base::SocketFactory* socket_factory() const { return factory_; }
void set_socket_factory(talk_base::SocketFactory* factory)
{ factory_ = factory; }
// Each port is identified by a name (for debugging purposes).
const std::string& name() const { return name_; }
void set_name(const std::string& name) { name_ = name; }
// In order to establish a connection to this Port (so that real data can be
// sent through), the other side must send us a STUN binding request that is
// authenticated with this username and password.
const std::string& username_fragment() const { return username_frag_; }
const std::string& password() const { return password_; }
// A value in [0,1] that indicates the preference for this port versus other
// ports on this client. (Larger indicates more preference.)
float preference() const { return preference_; }
void set_preference(float preference) { preference_ = preference; }
// Identifies the port type.
//const std::string& protocol() const { return proto_; }
const std::string& type() const { return type_; }
// Identifies network that this port was allocated on.
talk_base::Network* network() { return network_; }
// Identifies the generation that this port was created in.
uint32 generation() { return generation_; }
void set_generation(uint32 generation) { generation_ = generation; }
// PrepareAddress will attempt to get an address for this port that other
// clients can send to. It may take some time before the address is read.
// Once it is ready, we will send SignalAddressReady. If errors are
// preventing the port from getting an address, it may send
// SignalAddressError.
virtual void PrepareAddress() = 0;
sigslot::signal1<Port*> SignalAddressReady;
sigslot::signal1<Port*> SignalAddressError;
// Provides all of the above information in one handy object.
const std::vector<Candidate>& candidates() const { return candidates_; }
// Returns a map containing all of the connections of this port, keyed by the
// remote address.
typedef std::map<talk_base::SocketAddress, Connection*> AddressMap;
const AddressMap& connections() { return connections_; }
// Returns the connection to the given address or NULL if none exists.
Connection* GetConnection(const talk_base::SocketAddress& remote_addr);
// Creates a new connection to the given address.
enum CandidateOrigin { ORIGIN_THIS_PORT, ORIGIN_OTHER_PORT, ORIGIN_MESSAGE };
virtual Connection* CreateConnection(const Candidate& remote_candidate,
CandidateOrigin origin) = 0;
// Called each time a connection is created.
sigslot::signal2<Port*, Connection*> SignalConnectionCreated;
// Sends the given packet to the given address, provided that the address is
// that of a connection or an address that has sent to us already.
virtual int SendTo(
const void* data, size_t size, const talk_base::SocketAddress& addr,
bool payload) = 0;
// Indicates that we received a successful STUN binding request from an
// address that doesn't correspond to any current connection. To turn this
// into a real connection, call CreateConnection.
sigslot::signal4<Port*, const talk_base::SocketAddress&, StunMessage*,
const std::string&> SignalUnknownAddress;
// Sends a response message (normal or error) to the given request. One of
// these methods should be called as a response to SignalUnknownAddress.
// NOTE: You MUST call CreateConnection BEFORE SendBindingResponse.
void SendBindingResponse(StunMessage* request,
const talk_base::SocketAddress& addr);
void SendBindingErrorResponse(
StunMessage* request, const talk_base::SocketAddress& addr,
int error_code, const std::string& reason);
// Indicates that errors occurred when performing I/O.
sigslot::signal2<Port*, int> SignalReadError;
sigslot::signal2<Port*, int> SignalWriteError;
// Functions on the underlying socket(s).
virtual int SetOption(talk_base::Socket::Option opt, int value) = 0;
virtual int GetError() = 0;
void set_proxy(const std::string& user_agent,
const talk_base::ProxyInfo& proxy) {
user_agent_ = user_agent;
proxy_ = proxy;
}
const std::string& user_agent() { return user_agent_; }
const talk_base::ProxyInfo& proxy() { return proxy_; }
talk_base::AsyncPacketSocket * CreatePacketSocket(ProtocolType proto);
// Normally, packets arrive through a connection (or they result signaling of
// unknown address). Calling this method turns off delivery of packets
// through their respective connection and instead delivers every packet
// through this port.
void EnablePortPackets();
sigslot::signal4<Port*, const char*, size_t, const talk_base::SocketAddress&>
SignalReadPacket;
// Indicates to the port that its official use has now begun. This will
// start the timer that checks to see if the port is being used.
void Start();
// Called if the port has no connections and is no longer useful.
void Destroy();
// Signaled when this port decides to delete itself because it no longer has
// any usefulness.
sigslot::signal1<Port*> SignalDestroyed;
virtual void OnMessage(talk_base::Message *pmsg);
// Debugging description of this port
std::string ToString() const;
protected:
talk_base::Thread* thread_;
talk_base::SocketFactory* factory_;
std::string type_;
talk_base::Network* network_;
uint32 generation_;
std::string name_;
std::string username_frag_;
std::string password_;
float preference_;
std::vector<Candidate> candidates_;
AddressMap connections_;
enum Lifetime { LT_PRESTART, LT_PRETIMEOUT, LT_POSTTIMEOUT } lifetime_;
bool enable_port_packets_;
// Fills in the username fragment and password. These will be initially set
// in the constructor to random values. Subclasses can override, though.
void set_username_fragment(const std::string& username_fragment) {
username_frag_ = username_fragment;
}
void set_password(const std::string& password) { password_ = password; }
// Fills in the local address of the port.
void AddAddress(const talk_base::SocketAddress& address,
const std::string& protocol, bool final);
// Adds the given connection to the list. (Deleting removes them.)
void AddConnection(Connection* conn);
// Called when a packet is received from an unknown address that is not
// currently a connection. If this is an authenticated STUN binding request,
// then we will signal the client.
void OnReadPacket(const char* data, size_t size,
const talk_base::SocketAddress& addr);
// Constructs a STUN binding request for the given connection and sends it.
void SendBindingRequest(Connection* conn);
// If the given data comprises a complete and correct STUN message then the
// return value is true, otherwise false. If the message username corresponds
// with this port's username fragment, msg will contain the parsed STUN
// message. Otherwise, the function may send a STUN response internally.
// remote_username contains the remote fragment of the STUN username.
bool GetStunMessage(const char* data, size_t size,
const talk_base::SocketAddress& addr,
StunMessage *& msg, std::string& remote_username);
friend class Connection;
private:
// Called when one of our connections deletes itself.
void OnConnectionDestroyed(Connection* conn);
// Checks if this port is useless, and hence, should be destroyed.
void CheckTimeout();
// Information to use when going through a proxy.
std::string user_agent_;
talk_base::ProxyInfo proxy_;
};
// Represents a communication link between a port on the local client and a
// port on the remote client.
class Connection : public talk_base::MessageHandler,
public sigslot::has_slots<> {
public:
virtual ~Connection();
// The local port where this connection sends and receives packets.
Port* port() { return port_; }
const Port* port() const { return port_; }
// Returns the description of the local port
virtual const Candidate& local_candidate() const;
// Returns the description of the remote port to which we communicate.
const Candidate& remote_candidate() const { return remote_candidate_; }
enum ReadState {
STATE_READABLE = 0, // we have received pings recently
STATE_READ_TIMEOUT = 1 // we haven't received pings in a while
};
ReadState read_state() const { return read_state_; }
enum WriteState {
STATE_WRITABLE = 0, // we have received ping responses recently
STATE_WRITE_CONNECT = 1, // we have had a few ping failures
STATE_WRITE_TIMEOUT = 2 // we have had a large number of ping failures
};
WriteState write_state() const { return write_state_; }
// Determines whether the connection has finished connecting. This can only
// be false for TCP connections.
bool connected() const { return connected_; }
// Estimate of the round-trip time over this connection.
uint32 rtt() const { return rtt_; }
size_t sent_total_bytes();
size_t sent_bytes_second();
size_t recv_total_bytes();
size_t recv_bytes_second();
sigslot::signal1<Connection*> SignalStateChange;
// Sent when the connection has decided that it is no longer of value. It
// will delete itself immediately after this call.
sigslot::signal1<Connection*> SignalDestroyed;
// The connection can send and receive packets asynchronously. This matches
// the interface of AsyncPacketSocket, which may use UDP or TCP under the
// covers.
virtual int Send(const void* data, size_t size) = 0;
// Error if Send() returns < 0
virtual int GetError() = 0;
sigslot::signal3<Connection*, const char*, size_t> SignalReadPacket;
// Called when a packet is received on this connection.
void OnReadPacket(const char* data, size_t size);
// Called when a connection is determined to be no longer useful to us. We
// still keep it around in case the other side wants to use it. But we can
// safely stop pinging on it and we can allow it to time out if the other
// side stops using it as well.
bool pruned() { return pruned_; }
void Prune();
// Makes the connection go away.
void Destroy();
// Checks that the state of this connection is up-to-date. The argument is
// the current time, which is compared against various timeouts.
void UpdateState(uint32 now);
// Called when this connection should try checking writability again.
uint32 last_ping_sent() { return last_ping_sent_; }
void Ping(uint32 now);
// Called whenever a valid ping is received on this connection. This is
// public because the connection intercepts the first ping for us.
void ReceivedPing();
// Debugging description of this connection
std::string ToString() const;
bool reported() { return reported_; }
void set_reported(bool reported) { reported_ = reported;}
protected:
Port* port_;
size_t local_candidate_index_;
Candidate remote_candidate_;
ReadState read_state_;
WriteState write_state_;
bool connected_;
bool pruned_;
StunRequestManager requests_;
uint32 rtt_;
uint32 last_ping_sent_; // last time we sent a ping to the other side
uint32 last_ping_received_; // last time we received a ping from the other
// side
std::vector<uint32> pings_since_last_response_;
RateTracker recv_rate_tracker_;
RateTracker send_rate_tracker_;
// Callbacks from ConnectionRequest
void OnConnectionRequestResponse(StunMessage *response, uint32 rtt);
void OnConnectionRequestErrorResponse(StunMessage *response, uint32 rtt);
// Called back when StunRequestManager has a stun packet to send
void OnSendStunPacket(const void* data, size_t size, StunRequest* req);
// Constructs a new connection to the given remote port.
Connection(Port* port, size_t index, const Candidate& candidate);
// Changes the state and signals if necessary.
void set_read_state(ReadState value);
void set_write_state(WriteState value);
void set_connected(bool value);
// Checks if this connection is useless, and hence, should be destroyed.
void CheckTimeout();
void OnMessage(talk_base::Message *pmsg);
friend class Port;
friend class ConnectionRequest;
private:
bool reported_;
};
// ProxyConnection defers all the interesting work to the port
class ProxyConnection : public Connection {
public:
ProxyConnection(Port* port, size_t index, const Candidate& candidate);
virtual int Send(const void* data, size_t size);
virtual int GetError() { return error_; }
private:
int error_;
};
} // namespace cricket
#endif // TALK_P2P_BASE_PORT_H_
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