/* * ZeroTier One - Global Peer to Peer Ethernet * Copyright (C) 2011-2014 ZeroTier Networks LLC * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * -- * * ZeroTier may be used and distributed under the terms of the GPLv3, which * are available at: http://www.gnu.org/licenses/gpl-3.0.html * * If you would like to embed ZeroTier into a commercial application or * redistribute it in a modified binary form, please contact ZeroTier Networks * LLC. Start here: http://www.zerotier.com/ */ #ifndef ZT_TCPSOCKET_HPP #define ZT_TCPSOCKET_HPP #include #include "InetAddress.hpp" #include "Mutex.hpp" #include "Utils.hpp" #include "Socket.hpp" namespace ZeroTier { class SocketManager; /** * A TCP socket encapsulating ZeroTier packets over a TCP stream connection * * This implements a simple packet encapsulation that is designed to look like * a TLS connection. It's not a TLS connection, but it sends TLS format record * headers. It could be extended in the future to implement a fake TLS * handshake. * * At the moment, each packet is just made to look like TLS application data: * <[1] TLS content type> - currently 0x17 for "application data" * <[1] TLS major version> - currently 0x03 for TLS 1.2 * <[1] TLS minor version> - currently 0x03 for TLS 1.2 * <[2] payload length> - 16-bit length of payload in bytes * <[...] payload> - Message payload * * The primary purpose of TCP sockets is to work over ports like HTTPS(443), * allowing users behind particularly fascist firewalls to at least reach * ZeroTier's supernodes. UDP is the preferred method of communication as * encapsulating L2 and L3 protocols over TCP is inherently inefficient * due to double-ACKs. So TCP is only used as a fallback. */ class TcpSocket : public Socket { friend class SharedPtr; friend class SocketManager; public: virtual ~TcpSocket(); virtual bool send(const InetAddress &to,const void *msg,unsigned int msglen); protected: #ifdef __WINDOWS__ TcpSocket(SocketManager *sm,SOCKET s,Socket::Type t,bool c,const InetAddress &r) : #else TcpSocket(SocketManager *sm,int s,Socket::Type t,bool c,const InetAddress &r) : #endif Socket(t,s), _lastActivity(Utils::now()), _sm(sm), _inptr(0), _outptr(0), _connecting(c), _remote(r) { //printf("!!! TCP SOCKET CREATED @%.16llx to %s\r\n",(unsigned long long)this,_remote.toString().c_str()); } virtual bool notifyAvailableForRead(const SharedPtr &self,SocketManager *sm); virtual bool notifyAvailableForWrite(const SharedPtr &self,SocketManager *sm); private: unsigned char _inbuf[ZT_SOCKET_MAX_MESSAGE_LEN]; unsigned char _outbuf[ZT_SOCKET_MAX_MESSAGE_LEN * 4]; uint64_t _lastActivity; // updated whenever data is received, checked directly by SocketManager for stale TCP cleanup SocketManager *_sm; unsigned int _inptr; unsigned int _outptr; bool _connecting; // manipulated directly by SocketManager, true if connect() is in progress InetAddress _remote; Mutex _writeLock; }; } // namespace ZeroTier #endif