/* * 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 __RELAYSERVER_H__ #define __RELAYSERVER_H__ #include "talk/base/asyncudpsocket.h" #include "talk/base/socketaddresspair.h" #include "talk/base/thread.h" #include "talk/base/jtime.h" #include "talk/p2p/base/stun.h" #include #include #include namespace cricket { class RelayServerBinding; class RelayServerConnection; // Relays traffic between connections to the server that are "bound" together. // All connections created with the same username/password are bound together. class RelayServer : public sigslot::has_slots<> { public: // Creates a server, which will use this thread to post messages to itself. RelayServer(Thread* thread); ~RelayServer(); Thread* thread() { return thread_; } // Updates the set of sockets that the server uses to talk to "internal" // clients. These are clients that do the "port allocations". void AddInternalSocket(AsyncPacketSocket* socket); void RemoveInternalSocket(AsyncPacketSocket* socket); // Updates the set of sockets that the server uses to talk to "external" // clients. These are the clients that do not do allocations. They do not // know that these addresses represent a relay server. void AddExternalSocket(AsyncPacketSocket* socket); void RemoveExternalSocket(AsyncPacketSocket* socket); private: typedef std::vector SocketList; typedef std::map BindingMap; typedef std::map ConnectionMap; Thread* thread_; SocketList internal_sockets_; SocketList external_sockets_; BindingMap bindings_; ConnectionMap connections_; // Called when a packet is received by the server on one of its sockets. void OnInternalPacket( const char* bytes, size_t size, const SocketAddress& remote_addr, AsyncPacketSocket* socket); void OnExternalPacket( const char* bytes, size_t size, const SocketAddress& remote_addr, AsyncPacketSocket* socket); // Processes the relevant STUN request types from the client. bool HandleStun(const char* bytes, size_t size, const SocketAddress& remote_addr, AsyncPacketSocket* socket, std::string* username, StunMessage* msg); void HandleStunAllocate(const char* bytes, size_t size, const SocketAddressPair& ap, AsyncPacketSocket* socket); void HandleStun(RelayServerConnection* int_conn, const char* bytes, size_t size); void HandleStunAllocate(RelayServerConnection* int_conn, const StunMessage& msg); void HandleStunSend(RelayServerConnection* int_conn, const StunMessage& msg); // Adds/Removes the a connection or binding. void AddConnection(RelayServerConnection* conn); void RemoveConnection(RelayServerConnection* conn); void RemoveBinding(RelayServerBinding* binding); // Called when the timer for checking lifetime times out. void OnTimeout(RelayServerBinding* binding); friend class RelayServerConnection; friend class RelayServerBinding; }; // Maintains information about a connection to the server. Each connection is // part of one and only one binding. class RelayServerConnection { public: RelayServerConnection(RelayServerBinding* binding, const SocketAddressPair& addrs, AsyncPacketSocket* socket); ~RelayServerConnection(); RelayServerBinding* binding() { return binding_; } AsyncPacketSocket* socket() { return socket_; } // Returns a pair where the source is the remote address and the destination // is the local address. const SocketAddressPair& addr_pair() { return addr_pair_; } // Sends a packet to the connected client. If an address is provided, then // we make sure the internal client receives it, wrapping if necessary. void Send(const char* data, size_t size); void Send(const char* data, size_t size, const SocketAddress& ext_addr); // Sends a STUN message to the connected client with no wrapping. void SendStun(const StunMessage& msg); void SendStunError(const StunMessage& request, int code, const char* desc); // A locked connection is one for which we know the intended destination of // any raw packet received. bool locked() const { return locked_; } void Lock(); void Unlock(); // Records the address that raw packets should be forwarded to (for internal // packets only; for external, we already know where they go). const SocketAddress& default_destination() const { return default_dest_; } void set_default_destination(const SocketAddress& addr) { default_dest_ = addr; } private: RelayServerBinding* binding_; SocketAddressPair addr_pair_; AsyncPacketSocket* socket_; bool locked_; SocketAddress default_dest_; }; // Records a set of internal and external connections that we relay between, // or in other words, that are "bound" together. class RelayServerBinding : public MessageHandler { public: RelayServerBinding( RelayServer* server, const std::string& username, const std::string& password, uint32 lifetime); virtual ~RelayServerBinding(); RelayServer* server() { return server_; } uint32 lifetime() { return lifetime_; } const std::string& username() { return username_; } const std::string& password() { return password_; } const std::string& magic_cookie() { return magic_cookie_; } // Adds/Removes a connection into the binding. void AddInternalConnection(RelayServerConnection* conn); void AddExternalConnection(RelayServerConnection* conn); // We keep track of the use of each binding. If we detect that it was not // used for longer than the lifetime, then we send a signal. void NoteUsed(); sigslot::signal1 SignalTimeout; // Determines whether the given packet has the magic cookie present (in the // right place). bool HasMagicCookie(const char* bytes, size_t size) const; // Determines the connection to use to send packets to or from the given // external address. RelayServerConnection* GetInternalConnection(const SocketAddress& ext_addr); RelayServerConnection* GetExternalConnection(const SocketAddress& ext_addr); // MessageHandler: void OnMessage(Message *pmsg); private: RelayServer* server_; std::string username_; std::string password_; std::string magic_cookie_; std::vector internal_connections_; std::vector external_connections_; uint32 lifetime_; uint32 last_used_; // TODO: bandwidth }; } // namespace cricket #endif // __RELAYSERVER_H__