ZealOS/src/Home/Net/UDP.CC

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//#include "IPV4"
#include "ICMP" // this is wrong and only doing this because we're just in dev right now. probably need approach like Shrine, MakeNet, idk.
#include "Sockets"
#define UDP_MAX_PORT 65535
class CUDPHeader
{
U16 source_port;
U16 destination_port;
U16 length;
U16 checksum;
};
class CUDPSocket
{
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CSocket *socket;
I64 receive_timeout_ms;
I64 receive_max_timeout;
U8 *receive_buffer;
I64 receive_len;
CSocketAddressIPV4 receive_address; // should this change to Storage class for IPV6 later ?
U16 bound_to; // represents the currently bound port
};
////////////////////////////////////////////////////
// UDP Bound Socket Tree Classes & Functions
class CUDPTreeQueue
{ // next, last for CQueue implementation.
CUDPTreeQueue *next;
CUDPTreeQueue *last;
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CUDPSocket *socket;
};
class CUDPTreeNode
{
I64 port;
CUDPTreeNode *left;
CUDPTreeNode *right;
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CUDPTreeQueue *queue;
};
CUDPTreeNode *UDPTreeNodeInit()
{ // init new empty tree/node.
CUDPTreeNode *tree_node = CAlloc(sizeof(CUDPTreeNode));
return tree_node;
}
U0 UDPTreeNodeAdd(CUDPTreeNode *node, CUDPTreeNode *tree)
{ // using temp and last allows avoiding recursion and non-growing stack issues.
CUDPTreeNode *temp_tree = tree;
CUDPTreeNode *last_tree = temp_tree;
while (temp_tree)
{
if (node->port < temp_tree->port)
{ // if node smaller, go left
last_tree = temp_tree;
temp_tree = temp_tree->left;
}
else
{ // if node equal or larger, go right
last_tree = temp_tree;
temp_tree = temp_tree->right;
} // at the end of this, this _should_ result in last_tree
} // being the resulting tree to store the node inside of. i guess recompute the direction and set.
if (node->port < last_tree->port)// if node smaller, go left
last_tree->left = node;
else // if node equal or larger, go right
last_tree->right = node;
}
CUDPTreeNode *UDPTreeNodeParamAdd(I64 node_port, CUDPTreeNode *tree)
{ // add a node using params, return pointer to the node
CUDPTreeNode *result = UDPTreeNodeInit;
result->port = node_port;
UDPTreeNodeAdd(result, tree);
return result;
}
CUDPTreeNode *UDPTreeNodeParamInit(I64 port)
{
CUDPTreeNode *result = UDPTreeNodeInit;
result->port = port;
return result;
}
CUDPTreeNode *UDPTreeNodeFind(I64 port, CUDPTreeNode *tree)
{
CUDPTreeNode *temp_tree = tree;
while (temp_tree)
{
if (port < temp_tree->port) // if value smaller, go left
temp_tree = temp_tree->left;
else if (port > temp_tree->port) // if value larger, go right
temp_tree = temp_tree->right;
else // if value equal, match! i guess?
break;
}
return temp_tree; // ! NULL if not found.
}
CUDPTreeNode *UDPTreeNodePop(I64 port, CUDPTreeNode *tree)
{ // mimics TreeNodeFind. pops whole sub-tree, original tree loses whole branch.
CUDPTreeNode *parent_tree = tree;
CUDPTreeNode *temp_tree = parent_tree;
Bool is_left = FALSE;
Bool is_right = FALSE;
while (temp_tree)
{
if (port < temp_tree->port)
{
parent_tree = temp_tree;
temp_tree = temp_tree->left;
is_right = FALSE;
is_left = TRUE;
}
else if (port > temp_tree->port)
{
parent_tree = temp_tree;
temp_tree = temp_tree->right;
is_right = TRUE;
is_left = FALSE;
}
else
break;
}
if (temp_tree)
{ //if we found it, clear its parents link to the node
if (is_left)
{
parent_tree->left = NULL;
}
else if (is_right)
{
parent_tree->right = NULL;
}
}
return temp_tree; // NULL if not found.
}
CUDPTreeNode *UDPTreeNodeSinglePop(I64 port, CUDPTreeNode *tree)
{ // pop whole sub-tree, then add back in its sub-trees. TODO: should we leave the pointers in the node or clear them ?
CUDPTreeNode *node = UDPTreeNodePop(port, tree);
CUDPTreeNode *left = node->left;
CUDPTreeNode *right = node->right;
if (node)
{
if (left)
{
UDPTreeNodeAdd(left, tree);
}
if (right)
{
UDPTreeNodeAdd(right, tree);
}
}
// ... see the TODO ^
// node->left = NULL;
// node->right = NULL;
return node;
}
U0 UDPTreeNodeFree(CUDPTreeNode *node)
{ // only clears and frees the node. !! if node has subtrees, they will be left floating. use with caution to avoid memory leaks
// ... uh.. what to do with the inner CTreeQueue floating around ..? we need to fix that too right?
// .. what does CQueue functions give us. QueueRemove is our best bet, i guess it will just try to swap around the next last ptrs.
}
U0 UDPTreeNodeQueueInit(CUDPTreeNode *node)
{
node->queue = CAlloc(sizeof(CUDPTreeQueue));
QueueInit(node->queue);
}
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U0 UDPTreeNodeQueueAdd(CUDPSocket *socket, CUDPTreeNode *node)
{
CUDPTreeQueue *new_entry;
if (!node->queue)
{
UDPTreeNodeQueueInit(node);
node->queue->socket = socket;
}
else
{
new_entry = CAlloc(sizeof(CUDPTreeQueue));
QueueInit(new_entry);
new_entry->socket = socket;
QueueInsert(new_entry, node->queue->last);
}
}
// refactored to UDPTreeNodeQueueSocketFind for Socket-call level functions9
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CUDPTreeQueue *UDPTreeNodeQueueSocketFind(CUDPSocket *socket, CUDPTreeNode *node)
{
CUDPTreeQueue *temp_queue;
if (node->queue)
{
if (node->queue->socket == socket)
return node->queue;
temp_queue = node->queue->next;
while (temp_queue != node->queue)
{
if (temp_queue->socket == socket)
return temp_queue;
temp_queue = temp_queue->next;
}
}
return NULL;
}
CUDPTreeQueue *UDPTreeNodeQueueFind(U32 address, CUDPTreeNode *node)
{ // address should be pulled from an instance of CIPV4Address (todo.. double check what bit order we're in ?)
CUDPTreeQueue *temp_queue;
if (node->queue)
{
if (node->queue->socket->receive_address.address == address)
return node->queue;
temp_queue = node->queue->next;
while (temp_queue != node->queue)
{
if (temp_queue->socket->receive_address.address == address)
return temp_queue;
temp_queue = temp_queue->next;
}
}
return NULL;
}
CUDPTreeQueue *UDPTreeNodeQueueSocketSinglePop(CUDPSocket *socket, CUDPTreeNode *node)
{ // search by socket, pop a single UDPTreeQueue off the node, return popped queue.
CUDPTreeQueue *temp_queue = UDPTreeNodeQueueSocketFind(socket, node);
if (temp_queue)
QueueRemove(temp_queue); // links between queue entries pop out this and stitch back together. popped entry might have old links?
return temp_queue; // if not found, NULL.
}
CUDPTreeQueue *UDPTreeNodeQueueSinglePop(U32 address, CUDPTreeNode *node)
{ // pop a single UDPTreeQueue off the node, return popped queue.
CUDPTreeQueue *temp_queue = UDPTreeNodeQueueFind(address, node);
if (temp_queue)
QueueRemove(temp_queue); // links between queue entries pop out this and stitch back together. popped entry might have old links?
return temp_queue; // if not found, NULL.
}
// end UDP Bound Socket functions & classes
////////////////////////////////////////////////////
class CUDPGlobals
{
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CUDPTreeNode *bound_socket_tree;
} udp_globals;
U0 UDPGlobalsInit()
{
udp_globals.bound_socket_tree = NULL;
}
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I64 UDPPacketAllocate(U8 **frame_out,
U32 source_ip,
U16 source_port,
U32 destination_ip,
U16 destination_port,
I64 length)
{
U8 *ethernet_frame;
I64 de_index;
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CUDPHeader *header;
de_index = IPV4PacketAllocate(&ethernet_frame,
IP_PROTOCOL_UDP,
source_ip,
destination_ip,
sizeof(CUDPHeader) + length);
if (de_index < 0)
{
ZenithLog("UDP Ethernet Frame Allocate failed.\n");
return de_index;
}
header = ethernet_frame;
header->source_port = EndianU16(source_port);
header->destination_port = EndianU16(destination_port);
header->length = EndianU16(sizeof(CUDPHeader) + length);
header->checksum = 0;
*frame_out = ethernet_frame + sizeof(CUDPHeader);
}
U0 UDPPacketFinish(I64 de_index)
{ // alias for IPV4PacketFinish, alias for EthernetFrameFinish, alias for driver send packet
IPV4PacketFinish(de_index);
}
I64 UDPParsePacket(U16 *source_port_out,
U16 *destination_port_out,
U8 **data_out,
I64 *length_out,
CIPV4Packet *packet)
{
// check ip protocol? probably redundant
CUDPHeader *header = packet->data;
// Shrine has FIXME, validate packet length!
*source_port_out = EndianU16(header->source_port);
*destination_port_out = EndianU16(header->destination_port);
*data_out = packet->data + sizeof(CUDPHeader);
*length_out = packet->length - sizeof(CUDPHeader);
return 0;
}
//CUDPSocket *UDPSocket(U16 domain, U16 type) // should this even be allowed? why not just UDPSocket; ? it could just know its domain and type.
CUDPSocket *UDPSocket(U16 domain)
{
U16 type = SOCKET_DATAGRAM;
if (domain != AF_INET)
Debug("Non IPV4 UDP Sockets not implemented yet !\n");
// if (type != SOCKET_DATAGRAM)
// Debug("UDP Sockets must be of type SOCKET DATAGRAM"); // maybe just return null if wrong type and ZenithErr
CUDPSocket *udp_socket = CAlloc(sizeof(CUDPSocket));
udp_socket->socket = Socket(domain, type);
udp_socket->receive_address.family = domain; // should be INET (or INET6 i guess)
return udp_socket;
}
I64 UDPSocketBind(CUDPSocket *udp_socket, CSocketAddress *address_in) // I64 addr_len ?? does it really matter that much
{
//if we put in addr len do a check its valid for ipv4 and ipv6 based on family
CUDPTreeNode *temp_node;
CSocketAddressIPV4 *ipv4_socket_addr;
U16 port;
switch (udp_socket->socket->state)
{
case SOCKET_STATE_READY: // Socket State machine must be in init state
break;
default:
ZenithErr("Unsuccessful UDP Socket Bind: Socket state-machine must be in READY state.\n");
return -1;
}
if (udp_socket->bound_to)
{
ZenithErr("Attempted UDP Socket Bind while UDP socket currently bound.");
return -1;
}
if (address_in->family != AF_INET) Debug("Non IPV4 socket binds not implemented !");
ipv4_socket_addr = address_in;
udp_socket->receive_address.address.address = ipv4_socket_addr->address.address; // bind socket to address in parameter.
udp_socket->receive_address.port = ipv4_socket_addr->port; // ... consistency would say keep in Big Endian ...
port = EndianU16(ipv4_socket_addr->port); // port member should be Big Endian, so now we're going L.E (?)
if (udp_globals.bound_socket_tree)
{
// look for our port.
temp_node = UDPTreeNodeFind(port, udp_globals.bound_socket_tree);
if (temp_node)
{ // if we find we have bound sockets at port, check address before adding to queue
if (UDPTreeNodeQueueFind(udp_socket->receive_address.address.address, temp_node))
{
ZenithErr("Attempted UDP Socket Bind at an address already in Bound Socket Tree !\n");
return -1;
}
else
{ // if no address match, free to add socket to the node queue
UDPTreeNodeQueueAdd(udp_socket, temp_node);
}
}
else
{ // if we get no node back from port search, we didn't find it and are free to add a new node.
temp_node = UDPTreeNodeParamAdd(port, udp_globals.bound_socket_tree); // add new node with port, return its *.
UDPTreeNodeQueueAdd(udp_socket, temp_node);
}
}
else // if no bound sockets, we init the tree as a new node
{
udp_globals.bound_socket_tree = UDPTreeNodeParamInit(port); //... shouuuld be in L.E .. ?
UDPTreeNodeQueueAdd(udp_socket, udp_globals.bound_socket_tree); // add the udp socket to the port queue
// maybe more checks to do before this, dunno rn.
}
udp_socket->bound_to = port;
SocketBind(udp_socket->socket); // Advance Socket state-machine to BIND REQ state.
switch (udp_socket->socket->state)
{
case SOCKET_STATE_BIND_REQ: // if BIND request success, set BOUND.
udp_socket->socket->state = SOCKET_STATE_BOUND;
break;
default:
ZenithErr("Unsuccessful UDP Socket Bind: Misconfigured Socket state-machine.\n");
return -1;
}
return 0;
}
I64 UDPSocketClose(CUDPSocket *udp_socket)
{ // close, pop, and free the socket from the bound tree.
CUDPTreeNode *node;
CUDPTreeQueue *queue;
node = UDPTreeNodeFind(udp_socket->bound_to, udp_globals.bound_socket_tree);
if (node)
queue = UDPTreeNodeQueueSocketFind(udp_socket, node);
else
{
Debug("Didn't find node at socket during UDPSocketClose!\n");
return -1;
}
if (queue)
{
if (queue == queue->next == queue->last)
{ // queue is alone. Means port only has this address bound.
Debug("queue==next==last");
}
else
{ // queue has other addresses bound at this port. only Free the queue entry, after removing it.
// QueueRemove(queue); // QueueRemove acted strange and did not move the links?.....
// UDPTreeNodeQueueSocketSinglePop(udp_socket, node); /// ???? wtf is going on haha
// Free(udp_socket->socket);
// Free(udp_socket);// is it even possible to free a param?
// Free(queue);
}
}
else
{
Debug("Didn't find queue at socket during UDPSocketClose!\n");
return -1;
}
return 0;
}
// UDPSocketConnect (Shrine just has FIXME: 'implement')
// UDPSocketReceiveFrom
// UDPSocketSendTo
// UDPSocketSetOpt ?
// UDPHandle
// so i guess the socket functions would just act on the socket state machine.
// ZenithErr and return fail vals if socket FSM improperly used.
// if we're using a global for the bit map and socket pointer map, be careful
// with how Free is done.
UDPGlobalsInit;