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// Copyright 2022 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef QUICHE_QUIC_TOOLS_CONNECT_UDP_TUNNEL_H_
#define QUICHE_QUIC_TOOLS_CONNECT_UDP_TUNNEL_H_
#include <cstdint>
#include <memory>
#include <string>
#include <utility>
#include "absl/container/flat_hash_set.h"
#include "absl/status/status.h"
#include "absl/status/statusor.h"
#include "absl/strings/string_view.h"
#include "quiche/quic/core/connecting_client_socket.h"
#include "quiche/quic/core/http/quic_spdy_stream.h"
#include "quiche/quic/core/quic_error_codes.h"
#include "quiche/quic/core/quic_server_id.h"
#include "quiche/quic/core/quic_types.h"
#include "quiche/quic/core/socket_factory.h"
#include "quiche/quic/tools/quic_simple_server_backend.h"
#include "quiche/common/platform/api/quiche_mem_slice.h"
#include "quiche/spdy/core/http2_header_block.h"
namespace quic {
// Manages a single UDP tunnel for a CONNECT-UDP proxy (see RFC 9298).
class ConnectUdpTunnel : public ConnectingClientSocket::AsyncVisitor,
public QuicSpdyStream::Http3DatagramVisitor {
public:
// `client_stream_request_handler` and `socket_factory` must both outlive the
// created ConnectUdpTunnel. `server_label` is an identifier (typically
// randomly generated) to indentify the server or backend in error headers,
// per the requirements of RFC 9209, Section 2.
ConnectUdpTunnel(
QuicSimpleServerBackend::RequestHandler* client_stream_request_handler,
SocketFactory* socket_factory, std::string server_label,
absl::flat_hash_set<QuicServerId> acceptable_targets);
~ConnectUdpTunnel();
ConnectUdpTunnel(const ConnectUdpTunnel&) = delete;
ConnectUdpTunnel& operator=(const ConnectUdpTunnel&) = delete;
// Attempts to open UDP tunnel to target server and then sends appropriate
// success/error response to the request stream. `request_headers` must
// represent headers from a CONNECT-UDP request, that is ":method"="CONNECT"
// and ":protocol"="connect-udp".
void OpenTunnel(const spdy::Http2HeaderBlock& request_headers);
// Returns true iff the tunnel to the target server is currently open
bool IsTunnelOpenToTarget() const;
// Called when the client stream has been closed. Tunnel to target
// server is closed if open. The RequestHandler will no longer be
// interacted with after completion.
void OnClientStreamClose();
// ConnectingClientSocket::AsyncVisitor:
void ConnectComplete(absl::Status status) override;
void ReceiveComplete(absl::StatusOr<quiche::QuicheMemSlice> data) override;
void SendComplete(absl::Status status) override;
// QuicSpdyStream::Http3DatagramVisitor:
void OnHttp3Datagram(QuicStreamId stream_id,
absl::string_view payload) override;
private:
void BeginAsyncReadFromTarget();
void OnDataReceivedFromTarget(bool success);
void SendUdpPacketToTarget(absl::string_view packet);
void SendConnectResponse();
void SendErrorResponse(absl::string_view status,
absl::string_view proxy_status_error,
absl::string_view error_details);
void TerminateClientStream(absl::string_view error_description,
QuicResetStreamError error_code);
const absl::flat_hash_set<QuicServerId> acceptable_targets_;
SocketFactory* const socket_factory_;
const std::string server_label_;
// Null when client stream closed.
QuicSimpleServerBackend::RequestHandler* client_stream_request_handler_;
// Null when target connection disconnected.
std::unique_ptr<ConnectingClientSocket> target_socket_;
bool receive_started_ = false;
bool datagram_visitor_registered_ = false;
};
} // namespace quic
#endif // QUICHE_QUIC_TOOLS_CONNECT_UDP_TUNNEL_H_