/* * 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 TALK_BASE_VIRTUALSOCKETSERVER_H_ #define TALK_BASE_VIRTUALSOCKETSERVER_H_ #include #include #include #include "talk/base/messagequeue.h" #include "talk/base/socketserver.h" namespace talk_base { class VirtualSocket; class SocketAddressPair; // Simulates a network in the same manner as a loopback interface. The // interface can create as many addresses as you want. All of the sockets // created by this network will be able to communicate with one another, unless // they are bound to addresses from incompatible families. class VirtualSocketServer : public SocketServer, public sigslot::has_slots<> { public: // TODO: Add "owned" parameter. // If "owned" is set, the supplied socketserver will be deleted later. explicit VirtualSocketServer(SocketServer* ss); virtual ~VirtualSocketServer(); SocketServer* socketserver() { return server_; } // Limits the network bandwidth (maximum bytes per second). Zero means that // all sends occur instantly. Defaults to 0. uint32 bandwidth() const { return bandwidth_; } void set_bandwidth(uint32 bandwidth) { bandwidth_ = bandwidth; } // Limits the amount of data which can be in flight on the network without // packet loss (on a per sender basis). Defaults to 64 KB. uint32 network_capacity() const { return network_capacity_; } void set_network_capacity(uint32 capacity) { network_capacity_ = capacity; } // The amount of data which can be buffered by tcp on the sender's side uint32 send_buffer_capacity() const { return send_buffer_capacity_; } void set_send_buffer_capacity(uint32 capacity) { send_buffer_capacity_ = capacity; } // The amount of data which can be buffered by tcp on the receiver's side uint32 recv_buffer_capacity() const { return recv_buffer_capacity_; } void set_recv_buffer_capacity(uint32 capacity) { recv_buffer_capacity_ = capacity; } // Controls the (transit) delay for packets sent in the network. This does // not inclue the time required to sit in the send queue. Both of these // values are measured in milliseconds. Defaults to no delay. uint32 delay_mean() const { return delay_mean_; } uint32 delay_stddev() const { return delay_stddev_; } uint32 delay_samples() const { return delay_samples_; } void set_delay_mean(uint32 delay_mean) { delay_mean_ = delay_mean; } void set_delay_stddev(uint32 delay_stddev) { delay_stddev_ = delay_stddev; } void set_delay_samples(uint32 delay_samples) { delay_samples_ = delay_samples; } // If the (transit) delay parameters are modified, this method should be // called to recompute the new distribution. void UpdateDelayDistribution(); // Controls the (uniform) probability that any sent packet is dropped. This // is separate from calculations to drop based on queue size. double drop_probability() { return drop_prob_; } void set_drop_probability(double drop_prob) { assert((0 <= drop_prob) && (drop_prob <= 1)); drop_prob_ = drop_prob; } // SocketFactory: virtual Socket* CreateSocket(int type); virtual Socket* CreateSocket(int family, int type); virtual AsyncSocket* CreateAsyncSocket(int type); virtual AsyncSocket* CreateAsyncSocket(int family, int type); // SocketServer: virtual void SetMessageQueue(MessageQueue* queue); virtual bool Wait(int cms, bool process_io); virtual void WakeUp(); typedef std::pair Point; typedef std::vector Function; static Function* CreateDistribution(uint32 mean, uint32 stddev, uint32 samples); // Similar to Thread::ProcessMessages, but it only processes messages until // there are no immediate messages or pending network traffic. Returns false // if Thread::Stop() was called. bool ProcessMessagesUntilIdle(); protected: // Returns a new IP not used before in this network. IPAddress GetNextIP(int family); uint16 GetNextPort(); VirtualSocket* CreateSocketInternal(int family, int type); // Binds the given socket to addr, assigning and IP and Port if necessary int Bind(VirtualSocket* socket, SocketAddress* addr); // Binds the given socket to the given (fully-defined) address. int Bind(VirtualSocket* socket, const SocketAddress& addr); // Find the socket bound to the given address VirtualSocket* LookupBinding(const SocketAddress& addr); int Unbind(const SocketAddress& addr, VirtualSocket* socket); // Adds a mapping between this socket pair and the socket. void AddConnection(const SocketAddress& client, const SocketAddress& server, VirtualSocket* socket); // Find the socket pair corresponding to this server address. VirtualSocket* LookupConnection(const SocketAddress& client, const SocketAddress& server); void RemoveConnection(const SocketAddress& client, const SocketAddress& server); // Connects the given socket to the socket at the given address int Connect(VirtualSocket* socket, const SocketAddress& remote_addr, bool use_delay); // Sends a disconnect message to the socket at the given address bool Disconnect(VirtualSocket* socket); // Sends the given packet to the socket at the given address (if one exists). int SendUdp(VirtualSocket* socket, const char* data, size_t data_size, const SocketAddress& remote_addr); // Moves as much data as possible from the sender's buffer to the network void SendTcp(VirtualSocket* socket); // Places a packet on the network. void AddPacketToNetwork(VirtualSocket* socket, VirtualSocket* recipient, uint32 cur_time, const char* data, size_t data_size, size_t header_size, bool ordered); // Removes stale packets from the network void PurgeNetworkPackets(VirtualSocket* socket, uint32 cur_time); // Computes the number of milliseconds required to send a packet of this size. uint32 SendDelay(uint32 size); // Returns a random transit delay chosen from the appropriate distribution. uint32 GetRandomTransitDelay(); // Basic operations on functions. Those that return a function also take // ownership of the function given (and hence, may modify or delete it). static Function* Accumulate(Function* f); static Function* Invert(Function* f); static Function* Resample(Function* f, double x1, double x2, uint32 samples); static double Evaluate(Function* f, double x); // NULL out our message queue if it goes away. Necessary in the case where // our lifetime is greater than that of the thread we are using, since we // try to send Close messages for all connected sockets when we shutdown. void OnMessageQueueDestroyed() { msg_queue_ = NULL; } // Determine if two sockets should be able to communicate. // We don't (currently) specify an address family for sockets; instead, // the currently bound address is used to infer the address family. // Any socket that is not explicitly bound to an IPv4 address is assumed to be // dual-stack capable. // This function tests if two addresses can communicate, as well as the // sockets to which they may be bound (the addresses may or may not yet be // bound to the sockets). // First the addresses are tested (after normalization): // If both have the same family, then communication is OK. // If only one is IPv4 then false, unless the other is bound to ::. // This applies even if the IPv4 address is 0.0.0.0. // The socket arguments are optional; the sockets are checked to see if they // were explicitly bound to IPv6-any ('::'), and if so communication is // permitted. // NB: This scheme doesn't permit non-dualstack IPv6 sockets. static bool CanInteractWith(VirtualSocket* local, VirtualSocket* remote); private: friend class VirtualSocket; typedef std::map AddressMap; typedef std::map ConnectionMap; SocketServer* server_; bool server_owned_; MessageQueue* msg_queue_; bool stop_on_idle_; uint32 network_delay_; in_addr next_ipv4_; in6_addr next_ipv6_; uint16 next_port_; AddressMap* bindings_; ConnectionMap* connections_; uint32 bandwidth_; uint32 network_capacity_; uint32 send_buffer_capacity_; uint32 recv_buffer_capacity_; uint32 delay_mean_; uint32 delay_stddev_; uint32 delay_samples_; Function* delay_dist_; CriticalSection delay_crit_; double drop_prob_; DISALLOW_EVIL_CONSTRUCTORS(VirtualSocketServer); }; } // namespace talk_base #endif // TALK_BASE_VIRTUALSOCKETSERVER_H_