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📄 relayserver.h

📁 由GOOGLE的JINGLE项目中移植的网络库
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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 __RELAYSERVER_H__#define __RELAYSERVER_H__#include "asyncudpsocket.h"#include "socketaddresspair.h"#include "thread.h"#include "time.h"#include "stun.h"#include <string>#include <vector>#include <map>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<AsyncPacketSocket*> SocketList;  typedef std::map<std::string,RelayServerBinding*> BindingMap;  typedef std::map<SocketAddressPair,RelayServerConnection*> 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<RelayServerBinding*> 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<RelayServerConnection*> internal_connections_;  std::vector<RelayServerConnection*> external_connections_;  uint32 lifetime_;  uint32 last_used_;  // TODO: bandwidth};} // namespace cricket#endif // __RELAYSERVER_H__

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