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* 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.
#include <vector>
#include "webrtc/rtc_base/criticalsection.h"
#include "webrtc/rtc_base/socketserver.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 {
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 type) override;
Socket* CreateSocket(int family, int type) override;
AsyncSocket* CreateAsyncSocket(int type) override;
AsyncSocket* CreateAsyncSocket(int family, int type) override;
void SetMessageQueue(MessageQueue* queue) override;
bool Wait(int cms, bool process_io) override;
void WakeUp() override;
Socket * WrapSocket(Socket * sock, int type);
AsyncSocket * WrapSocket(AsyncSocket * sock, int type);
SocketServer * server_;
FirewallManager * manager_;
CriticalSection crit_;
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 {
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();
CriticalSection crit_;
std::vector<FirewallSocketServer *> servers_;
} // namespace rtc