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socks_client_socket.h
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef NET_SOCKET_SOCKS_CLIENT_SOCKET_H_
#define NET_SOCKET_SOCKS_CLIENT_SOCKET_H_
#include <stddef.h>
#include <stdint.h>
#include <memory>
#include <string>
#include "base/gtest_prod_util.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "net/base/address_list.h"
#include "net/base/completion_callback.h"
#include "net/base/net_errors.h"
#include "net/base/net_export.h"
#include "net/dns/host_resolver.h"
#include "net/log/net_log_with_source.h"
#include "net/socket/stream_socket.h"
namespace net {
class ClientSocketHandle;
// The SOCKS client socket implementation
class NET_EXPORT_PRIVATE SOCKSClientSocket : public StreamSocket {
public:
// |req_info| contains the hostname and port to which the socket above will
// communicate to via the socks layer. For testing the referrer is optional.
SOCKSClientSocket(std::unique_ptr<ClientSocketHandle> transport_socket,
const HostResolver::RequestInfo& req_info,
RequestPriority priority,
HostResolver* host_resolver);
// On destruction Disconnect() is called.
~SOCKSClientSocket() override;
// StreamSocket implementation.
// Does the SOCKS handshake and completes the protocol.
int Connect(const CompletionCallback& callback) override;
void Disconnect() override;
bool IsConnected() const override;
bool IsConnectedAndIdle() const override;
const NetLogWithSource& NetLog() const override;
void SetSubresourceSpeculation() override;
void SetOmniboxSpeculation() override;
bool WasEverUsed() const override;
bool WasAlpnNegotiated() const override;
NextProto GetNegotiatedProtocol() const override;
bool GetSSLInfo(SSLInfo* ssl_info) override;
void GetConnectionAttempts(ConnectionAttempts* out) const override;
void ClearConnectionAttempts() override {}
void AddConnectionAttempts(const ConnectionAttempts& attempts) override {}
int64_t GetTotalReceivedBytes() const override;
// Socket implementation.
int Read(IOBuffer* buf,
int buf_len,
const CompletionCallback& callback) override;
int Write(IOBuffer* buf,
int buf_len,
const CompletionCallback& callback) override;
int SetReceiveBufferSize(int32_t size) override;
int SetSendBufferSize(int32_t size) override;
int GetPeerAddress(IPEndPoint* address) const override;
int GetLocalAddress(IPEndPoint* address) const override;
private:
FRIEND_TEST_ALL_PREFIXES(SOCKSClientSocketTest, CompleteHandshake);
FRIEND_TEST_ALL_PREFIXES(SOCKSClientSocketTest, SOCKS4AFailedDNS);
FRIEND_TEST_ALL_PREFIXES(SOCKSClientSocketTest, SOCKS4AIfDomainInIPv6);
enum State {
STATE_RESOLVE_HOST,
STATE_RESOLVE_HOST_COMPLETE,
STATE_HANDSHAKE_WRITE,
STATE_HANDSHAKE_WRITE_COMPLETE,
STATE_HANDSHAKE_READ,
STATE_HANDSHAKE_READ_COMPLETE,
STATE_NONE,
};
void DoCallback(int result);
void OnIOComplete(int result);
void OnReadWriteComplete(const CompletionCallback& callback, int result);
int DoLoop(int last_io_result);
int DoResolveHost();
int DoResolveHostComplete(int result);
int DoHandshakeRead();
int DoHandshakeReadComplete(int result);
int DoHandshakeWrite();
int DoHandshakeWriteComplete(int result);
const std::string BuildHandshakeWriteBuffer() const;
// Stores the underlying socket.
std::unique_ptr<ClientSocketHandle> transport_;
State next_state_;
// Stores the callbacks to the layer above, called on completing Connect().
CompletionCallback user_callback_;
// This IOBuffer is used by the class to read and write
// SOCKS handshake data. The length contains the expected size to
// read or write.
scoped_refptr<IOBuffer> handshake_buf_;
// While writing, this buffer stores the complete write handshake data.
// While reading, it stores the handshake information received so far.
std::string buffer_;
// This becomes true when the SOCKS handshake has completed and the
// overlying connection is free to communicate.
bool completed_handshake_;
// These contain the bytes sent / received by the SOCKS handshake.
size_t bytes_sent_;
size_t bytes_received_;
// This becomes true when the socket is used to send or receive data.
bool was_ever_used_;
// Used to resolve the hostname to which the SOCKS proxy will connect.
HostResolver* host_resolver_;
std::unique_ptr<HostResolver::Request> request_;
AddressList addresses_;
HostResolver::RequestInfo host_request_info_;
RequestPriority priority_;
NetLogWithSource net_log_;
DISALLOW_COPY_AND_ASSIGN(SOCKSClientSocket);
};
} // namespace net
#endif // NET_SOCKET_SOCKS_CLIENT_SOCKET_H_