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* Rename unity files * Move some modules to new subdirectories * Remove obsolete Visual Studio project files * Remove obsolete coding style and TODO list
148 lines
3.8 KiB
C++
148 lines
3.8 KiB
C++
//------------------------------------------------------------------------------
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/*
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This file is part of Beast: https://github.com/vinniefalco/Beast
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Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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//==============================================================================
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#ifndef BEAST_ASIO_HANDSHAKE_HANDSHAKEDETECTLOGIC_H_INCLUDED
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#define BEAST_ASIO_HANDSHAKE_HANDSHAKEDETECTLOGIC_H_INCLUDED
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namespace beast {
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namespace asio {
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class HandshakeDetectLogic
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{
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public:
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HandshakeDetectLogic ()
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: m_finished (false)
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, m_success (false)
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{
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}
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/** How many bytes maximum we might need.
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This is the largest number of bytes that the detector
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might need in order to come to a conclusion about
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whether or not the handshake is a match. Depending
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on the data, it could come to that conclusion sooner
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though.
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Use read_some instead of read so that the detect logic
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can reject the handshake sooner if possible.
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*/
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virtual std::size_t max_needed () = 0;
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/** How many bytes the handshake consumes.
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If the detector processes the entire handshake this will
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be non zero. The SSL detector would return 0, since we
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want all the existing bytes to be passed on.
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*/
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virtual std::size_t bytes_consumed () = 0;
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/** Return true if we have enough data to form a conclusion.
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*/
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bool finished () const noexcept
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{
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return m_finished;
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}
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/** Return true if we came to a conclusion and the data matched.
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*/
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bool success () const noexcept
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{
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return m_finished && m_success;
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}
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protected:
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void conclude (bool success = true)
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{
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m_finished = true;
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m_success = success;
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}
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void fail ()
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{
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conclude (false);
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}
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private:
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bool m_finished;
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bool m_success;
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};
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//------------------------------------------------------------------------------
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/** Wraps the logic and exports it as an abstract interface.
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*/
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template <typename Logic>
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class HandshakeDetectLogicType
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{
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public:
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typedef Logic LogicType;
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typedef typename Logic::arg_type arg_type;
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explicit HandshakeDetectLogicType (arg_type const& arg = arg_type ())
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: m_logic (arg)
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{
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}
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LogicType& get ()
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{
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return m_logic;
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}
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std::size_t max_needed ()
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{
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return m_logic.max_needed ();
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}
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std::size_t bytes_consumed ()
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{
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return m_logic.bytes_consumed ();
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}
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bool finished ()
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{
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return m_logic.finished ();
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}
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/** If finished is true, this tells us if the handshake was detected.
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*/
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bool success ()
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{
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return m_logic.success ();
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}
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/** Analyze the buffer to match the Handshake.
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Returns `true` if the analysis is complete.
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*/
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template <typename ConstBufferSequence>
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bool analyze (ConstBufferSequence const& buffer)
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{
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bassert (! m_logic.finished ());
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m_logic.analyze (buffer);
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return m_logic.finished ();
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}
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private:
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Logic m_logic;
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};
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}
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}
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#endif
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