metasploit-framework/external/source/vncdll/winvnc/VSocket.h

185 lines
5.5 KiB
C++

// Copyright (C) 1999 AT&T Laboratories Cambridge. All Rights Reserved.
// Copyright (C) 2001 HorizonLive.com, Inc. All Rights Reserved.
//
// This file is part of the VNC system.
//
// The VNC system 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.
//
// TightVNC distribution homepage on the Web: http://www.tightvnc.com/
//
// If the source code for the VNC system is not available from the place
// whence you received this file, check http://www.uk.research.att.com/vnc or contact
// the authors on vnc@uk.research.att.com for information on obtaining it.
// VSocket.h
// RFB V3.0
// The VSocket class provides simple socket functionality,
// independent of platform. Hurrah.
class VSocket;
#if (!defined(_ATT_VSOCKET_DEFINED))
#define _ATT_VSOCKET_DEFINED
#include <omnithread.h>
#include "VTypes.h"
// This class is used as a part of output queue
class AIOBlock
{
public:
size_t data_size; // Data size in this block
char *data_ptr; // Beginning of the data buffer
AIOBlock *next; // Next block or NULL for the last block
AIOBlock(int size, const char *data = NULL) {
next = NULL;
data_size = size;
data_ptr = new char[size];
if (data_ptr && data)
memcpy(data_ptr, data, size);
}
~AIOBlock() {
if (data_ptr)
delete[] data_ptr;
}
};
////////////////////////////
// Socket implementation
// Create one or more VSocketSystem objects per application
class VSocketSystem
{
public:
VSocketSystem();
~VSocketSystem();
VBool Initialised() {return m_status;};
private:
VBool m_status;
};
// The main socket class
class VSocket
{
public:
// Constructor/Destructor
VSocket();
VSocket( WSAPROTOCOL_INFO * pSocketInfo, HANDLE hClose );
virtual ~VSocket();
////////////////////////////
// Socket implementation
// Create
// Create a socket and attach it to this VSocket object
VBool Create();
// Shutdown
// Shutdown the currently attached socket
VBool Shutdown();
// Close
// Close the currently attached socket
VBool Close();
// Bind
// Bind the attached socket to the specified port
// If localOnly is VTrue then the socket is bound only
// to the loopback adapter. If checkIfInUse is VTrue,
// then the socket won't be bound to an address which
// is already in use (i.e. accepts connections).
VBool Bind(const VCard port, const VBool localOnly = VFalse,
const VBool checkIfInUse = VFalse);
// Connect
// Make a stream socket connection to the specified port
// on the named machine.
VBool Connect(VStringConst address, const VCard port);
// Listen
// Set the attached socket to listen for connections
VBool Listen();
// Accept
// If the attached socket is set to listen then this
// call blocks waiting for an incoming connection, then
// returns a new socket object for the new connection
VSocket *Accept();
// TryAccept
// Non-blocking version of Accept. It waits for an
// incoming connection only for the specified number of
// milliseconds. It returns VFalse on error, otherwise stores
// either pointer to the new VSocket, or NULL on timeout
VBool TryAccept(VSocket **new_socket, long ms);
// GetPeerName
// If the socket is connected then this returns the name
// of the machine to which it is connected.
// This string MUST be copied before the next socket call...
VString GetPeerName();
// GetSockName
// If the socket exists then the name of the local machine
// is returned. This string MUST be copied before the next
// socket call!
VString GetSockName();
// Resolve
// Uses the Winsock API to resolve the supplied DNS name to
// an IP address and returns it as an Int32
static VCard32 Resolve(VStringConst name);
// SetTimeout
// Sets the socket timeout on reads and writes.
VBool SetTimeout(VCard32 secs);
// I/O routines
// Send and Read return the number of bytes sent or recieved.
VInt Send(const char *buff, const VCard bufflen);
VInt Read(char *buff, const VCard bufflen);
// SendExact and ReadExact attempt to send and recieve exactly
// the specified number of bytes.
VBool SendExact(const char *buff, const VCard bufflen);
VBool ReadExact(char *buff, const VCard bufflen);
// SendQueued sends as much data as possible immediately,
// and puts remaining bytes in a queue, to be sent later.
VBool SendQueued(const char *buff, const VCard bufflen);
////////////////////////////
// Internal structures
protected:
// The internal socket id
int sock;
HANDLE hCloseEvent;
// Output queue
size_t bytes_sent;
AIOBlock *out_queue;
omni_mutex queue_lock;
VBool SendFromQueue();
};
#endif // _ATT_VSOCKET_DEFINED