adchpp-docker/src/adchpp/ClientManager.h

244 lines
8.5 KiB
C++

/*
* Copyright (C) 2006-2016 Jacek Sieka, arnetheduck on gmail point com
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef ADCHPP_CLIENTMANAGER_H
#define ADCHPP_CLIENTMANAGER_H
#include "CID.h"
#include "AdcCommand.h"
#include "Signal.h"
#include "Client.h"
#include "Hub.h"
#include "Bot.h"
#include "TimeUtil.h"
#include "TigerHash.h"
#include "forward.h"
namespace adchpp {
class ManagedSocket;
/**
* The ClientManager takes care of all protocol details, clients and so on. This is the very
* heart of ADCH++ together with SocketManager and ManagedSocket.
*/
class ClientManager : public CommandHandler<ClientManager>
{
public:
typedef std::unordered_map<uint32_t, Entity*> EntityMap;
typedef EntityMap::iterator EntityIter;
/** @return SID of entity or AdcCommand::INVALID_SID if not found */
ADCHPP_DLL uint32_t getSID(const std::string& nick) const throw();
/** @return SID of entity or AdcCommand::INVALID_SID if not found */
ADCHPP_DLL uint32_t getSID(const CID& cid) const throw();
/** @return The entity associated with a certain SID, NULL if not found */
ADCHPP_DLL Entity* getEntity(uint32_t aSid) throw();
/** @return A new Bot instance in STATE_IDENTIFY; set CID, nick etc and call regBot */
ADCHPP_DLL Bot* createBot(const Bot::SendHandler& handler);
ADCHPP_DLL void regBot(Bot& bot);
/**
* Get a list of all currently connected clients. (Don't change it, it's non-const
* so that you'll be able to get non-const clients out of it...)!!!)
*/
EntityMap& getEntities() throw() { return entities; }
/** Send a command to according to its type */
ADCHPP_DLL void send(const AdcCommand& cmd) throw();
/** Send a buffer to all connected entities */
ADCHPP_DLL void sendToAll(const BufferPtr& buffer) throw();
/** Send buffer to a single client regardless of type */
ADCHPP_DLL void sendTo(const BufferPtr& buffer, uint32_t to);
/**
* Enter IDENTIFY state.
* Call this if you stop the SUP command when in PROTOCOL state.
*
* @param sendData Send ISUP & IINF.
*/
ADCHPP_DLL void enterIdentify(Entity& c, bool sendData) throw();
/**
* Enter VERIFY state. Call this if you stop
* an INF in the IDENTIFY state and want to check a password.
*
* @param sendData Send GPA.
* @return The random data that was sent to the client (if sendData was true, undefined otherwise).
*/
ADCHPP_DLL ByteVector enterVerify(Entity& c, bool sendData) throw();
/**
* Enter NORMAL state. Call this if you stop an INF of a password-less
* client in IDENTIFY state or a PAS in VERIFY state.
*
* @param sendData Send all data as mandated by the protocol, including list of connected clients.
* @param sendOwnInf Set to true to broadcast the client's inf (i e when a plugin asks
* for password)
* @return false if the client was disconnected
*/
ADCHPP_DLL bool enterNormal(Entity& c, bool sendData, bool sendOwnInf) throw();
/**
* Do all SUP verifications and update client data. Call if you stop SUP but still want the default processing.
*/
ADCHPP_DLL bool verifySUP(Entity& c, AdcCommand& cmd) throw();
/**
* Do all INF verifications and update client data. Call if you stop INF but still want the default processing.
*/
ADCHPP_DLL bool verifyINF(Entity& c, AdcCommand& cmd) throw();
/**
* Verify nick on INF (check that its not a dupe etc...)
* @return false if the client was disconnected
*/
ADCHPP_DLL bool verifyNick(Entity& c, const AdcCommand& cmd) throw();
/**
* Verify password
*/
ADCHPP_DLL bool verifyPassword(Entity& c, const std::string& password, const ByteVector& salt, const std::string& suppliedHash);
bool verifyPassword(Entity& c, const std::string& password, const ByteVector& salt,
const std::string& suppliedHash, TigerHash&& tiger);
/**
* Verify hashed password; based on http://www.dcbase.org/forums/viewtopic.php?p=2861#p2861
*/
ADCHPP_DLL bool verifyHashedPassword(Entity& c, const ByteVector& hashedPassword, int64_t hashedPasswordLen,
const ByteVector& salt, const std::string& suppliedHash);
/**
* Verify that IP is correct and replace any zero addresses.
*/
ADCHPP_DLL bool verifyIp(Client& c, AdcCommand& cmd) throw();
/**
* Verify that CID is correct and corresponds to PID
*/
ADCHPP_DLL bool verifyCID(Entity& c, AdcCommand& cmd) throw();
/**
* Verify that there aren't too many sockets overflowing (indicates lack of bandwidth)
*/
ADCHPP_DLL bool verifyOverflow(Entity& c);
/** Update the state of c (this fires signalState as well) */
ADCHPP_DLL void setState(Entity& c, Entity::State newState) throw();
ADCHPP_DLL size_t getQueuedBytes() throw();
typedef SignalTraits<void (Entity&)> SignalConnected;
typedef SignalTraits<void (Entity&)> SignalReady;
typedef SignalTraits<void (Entity&, AdcCommand&, bool&)> SignalReceive;
typedef SignalTraits<void (Entity&, const std::string&)> SignalBadLine;
typedef SignalTraits<void (Entity&, const AdcCommand&, bool&)> SignalSend;
typedef SignalTraits<void (Entity&, int)> SignalState;
typedef SignalTraits<void (Entity&, Util::Reason, const std::string&)> SignalDisconnected;
/** A client has just connected. */
SignalConnected::Signal& signalConnected() { return signalConnected_; }
/** A client is now ready for read / write operations (TLS handshake completed). */
SignalConnected::Signal& signalReady() { return signalReady_; }
SignalReceive::Signal& signalReceive() { return signalReceive_; }
SignalBadLine::Signal& signalBadLine() { return signalBadLine_; }
SignalSend::Signal& signalSend() { return signalSend_; }
SignalState::Signal& signalState() { return signalState_; }
SignalDisconnected::Signal& signalDisconnected() { return signalDisconnected_; }
void setMaxCommandSize(size_t newSize) { maxCommandSize = newSize; }
size_t getMaxCommandSize() const { return maxCommandSize; }
void setLogTimeout(size_t millis) { logTimeout = millis; }
size_t getLogTimeout() const { return logTimeout; }
Core &getCore() const { return core; }
private:
friend class Core;
friend class Client;
friend class Entity;
friend class Bot;
Core &core;
std::list<std::pair<Client*, time::ptime> > logins;
EntityMap entities;
typedef std::unordered_map<std::string, Entity*> NickMap;
NickMap nicks;
typedef std::unordered_map<CID, Entity*> CIDMap;
CIDMap cids;
Hub hub;
size_t maxCommandSize;
size_t logTimeout;
// Temporary string to use whenever a temporary string is needed (to avoid (de)allocating memory all the time...)
std::string strtmp;
static const std::string className;
friend class CommandHandler<ClientManager>;
uint32_t makeSID();
void maybeSend(Entity& c, const AdcCommand& cmd);
void removeLogins(Entity& c) throw();
void removeEntity(Entity& c, Util::Reason reason, const std::string &info) throw();
bool handle(AdcCommand::SUP, Entity& c, AdcCommand& cmd) throw();
bool handle(AdcCommand::INF, Entity& c, AdcCommand& cmd) throw();
bool handleDefault(Entity& c, AdcCommand& cmd) throw();
template<typename T> bool handle(T, Entity& c, AdcCommand& cmd) throw() { return handleDefault(c, cmd); }
void handleIncoming(const ManagedSocketPtr& sock) throw();
void onConnected(Client&) throw();
void onReady(Client&) throw();
void onReceive(Entity&, AdcCommand&) throw();
void onBadLine(Client&, const std::string&) throw();
void onFailed(Client&, Util::Reason reason, const std::string &info) throw();
void badState(Entity& c, const AdcCommand& cmd) throw();
/** send a fatal STA, a QUI with TL-1, then disconnect. */
void disconnect(Entity& c, Util::Reason reason, const std::string& info,
AdcCommand::Error error = AdcCommand::ERROR_PROTOCOL_GENERIC, const std::string& staParam = Util::emptyString);
SignalConnected::Signal signalConnected_;
SignalReady::Signal signalReady_;
SignalReceive::Signal signalReceive_;
SignalBadLine::Signal signalBadLine_;
SignalSend::Signal signalSend_;
SignalState::Signal signalState_;
SignalDisconnected::Signal signalDisconnected_;
ClientManager(Core &core) throw();
};
}
#endif // CLIENTMANAGER_H