1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
|
// SoftEther VPN Source Code
// Cedar Communication Module
//
// SoftEther VPN Server, Client and Bridge are free software under GPLv2.
//
// Copyright (c) 2012-2016 Daiyuu Nobori.
// Copyright (c) 2012-2016 SoftEther VPN Project, University of Tsukuba, Japan.
// Copyright (c) 2012-2016 SoftEther Corporation.
//
// All Rights Reserved.
//
// http://www.softether.org/
//
// Author: Daiyuu Nobori
// Comments: Tetsuo Sugiyama, Ph.D.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// version 2 as published by the Free Software Foundation.
//
// 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 version 2
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
// THE LICENSE AGREEMENT IS ATTACHED ON THE SOURCE-CODE PACKAGE
// AS "LICENSE.TXT" FILE. READ THE TEXT FILE IN ADVANCE TO USE THE SOFTWARE.
//
//
// THIS SOFTWARE IS DEVELOPED IN JAPAN, AND DISTRIBUTED FROM JAPAN,
// UNDER JAPANESE LAWS. YOU MUST AGREE IN ADVANCE TO USE, COPY, MODIFY,
// MERGE, PUBLISH, DISTRIBUTE, SUBLICENSE, AND/OR SELL COPIES OF THIS
// SOFTWARE, THAT ANY JURIDICAL DISPUTES WHICH ARE CONCERNED TO THIS
// SOFTWARE OR ITS CONTENTS, AGAINST US (SOFTETHER PROJECT, SOFTETHER
// CORPORATION, DAIYUU NOBORI OR OTHER SUPPLIERS), OR ANY JURIDICAL
// DISPUTES AGAINST US WHICH ARE CAUSED BY ANY KIND OF USING, COPYING,
// MODIFYING, MERGING, PUBLISHING, DISTRIBUTING, SUBLICENSING, AND/OR
// SELLING COPIES OF THIS SOFTWARE SHALL BE REGARDED AS BE CONSTRUED AND
// CONTROLLED BY JAPANESE LAWS, AND YOU MUST FURTHER CONSENT TO
// EXCLUSIVE JURISDICTION AND VENUE IN THE COURTS SITTING IN TOKYO,
// JAPAN. YOU MUST WAIVE ALL DEFENSES OF LACK OF PERSONAL JURISDICTION
// AND FORUM NON CONVENIENS. PROCESS MAY BE SERVED ON EITHER PARTY IN
// THE MANNER AUTHORIZED BY APPLICABLE LAW OR COURT RULE.
//
// USE ONLY IN JAPAN. DO NOT USE THIS SOFTWARE IN ANOTHER COUNTRY UNLESS
// YOU HAVE A CONFIRMATION THAT THIS SOFTWARE DOES NOT VIOLATE ANY
// CRIMINAL LAWS OR CIVIL RIGHTS IN THAT PARTICULAR COUNTRY. USING THIS
// SOFTWARE IN OTHER COUNTRIES IS COMPLETELY AT YOUR OWN RISK. THE
// SOFTETHER VPN PROJECT HAS DEVELOPED AND DISTRIBUTED THIS SOFTWARE TO
// COMPLY ONLY WITH THE JAPANESE LAWS AND EXISTING CIVIL RIGHTS INCLUDING
// PATENTS WHICH ARE SUBJECTS APPLY IN JAPAN. OTHER COUNTRIES' LAWS OR
// CIVIL RIGHTS ARE NONE OF OUR CONCERNS NOR RESPONSIBILITIES. WE HAVE
// NEVER INVESTIGATED ANY CRIMINAL REGULATIONS, CIVIL LAWS OR
// INTELLECTUAL PROPERTY RIGHTS INCLUDING PATENTS IN ANY OF OTHER 200+
// COUNTRIES AND TERRITORIES. BY NATURE, THERE ARE 200+ REGIONS IN THE
// WORLD, WITH DIFFERENT LAWS. IT IS IMPOSSIBLE TO VERIFY EVERY
// COUNTRIES' LAWS, REGULATIONS AND CIVIL RIGHTS TO MAKE THE SOFTWARE
// COMPLY WITH ALL COUNTRIES' LAWS BY THE PROJECT. EVEN IF YOU WILL BE
// SUED BY A PRIVATE ENTITY OR BE DAMAGED BY A PUBLIC SERVANT IN YOUR
// COUNTRY, THE DEVELOPERS OF THIS SOFTWARE WILL NEVER BE LIABLE TO
// RECOVER OR COMPENSATE SUCH DAMAGES, CRIMINAL OR CIVIL
// RESPONSIBILITIES. NOTE THAT THIS LINE IS NOT LICENSE RESTRICTION BUT
// JUST A STATEMENT FOR WARNING AND DISCLAIMER.
//
//
// SOURCE CODE CONTRIBUTION
// ------------------------
//
// Your contribution to SoftEther VPN Project is much appreciated.
// Please send patches to us through GitHub.
// Read the SoftEther VPN Patch Acceptance Policy in advance:
// http://www.softether.org/5-download/src/9.patch
//
//
// DEAR SECURITY EXPERTS
// ---------------------
//
// If you find a bug or a security vulnerability please kindly inform us
// about the problem immediately so that we can fix the security problem
// to protect a lot of users around the world as soon as possible.
//
// Our e-mail address for security reports is:
// softether-vpn-security [at] softether.org
//
// Please note that the above e-mail address is not a technical support
// inquiry address. If you need technical assistance, please visit
// http://www.softether.org/ and ask your question on the users forum.
//
// Thank you for your cooperation.
//
//
// NO MEMORY OR RESOURCE LEAKS
// ---------------------------
//
// The memory-leaks and resource-leaks verification under the stress
// test has been passed before release this source code.
// Connection.h
// Header of Connection.c
#ifndef CONNECTION_H
#define CONNECTION_H
// Magic number indicating that the packet is compressed
#define CONNECTION_BULK_COMPRESS_SIGNATURE 0xDEADBEEFCAFEFACEULL
#define KEEP_ALIVE_STRING "Internet Connection Keep Alive Packet"
#define UPDATE_LAST_COMM_TIME(v, n) {if ((v) <= (n)) { v = (n); } }
// KEEP CONNECT structure
struct KEEP
{
LOCK *lock; // Lock
bool Server; // Server mode
volatile bool Halt; // Stop flag
bool Enable; // Enable flag
char ServerName[MAX_HOST_NAME_LEN + 1]; // Server name
UINT ServerPort; // Server port number
bool UdpMode; // UDP mode
UINT Interval; // Packet transmission interval
THREAD *Thread; // Connection thread
EVENT *HaltEvent; // Stop event
CANCEL *Cancel; // Cancel
};
// SECURE_SIGN Structure
struct SECURE_SIGN
{
char SecurePublicCertName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device certificate name
char SecurePrivateKeyName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device secret key name
X *ClientCert; // Client certificate
UCHAR Random[SHA1_SIZE]; // Random value for signature
UCHAR Signature[4096 / 8]; // Signed data
UINT UseSecureDeviceId;
UINT BitmapId; // Bitmap ID
};
// Function type declaration
typedef bool (CHECK_CERT_PROC)(SESSION *s, CONNECTION *c, X *server_x, bool *expired);
typedef bool (SECURE_SIGN_PROC)(SESSION *s, CONNECTION *c, SECURE_SIGN *sign);
// RC4 key pair
struct RC4_KEY_PAIR
{
UCHAR ServerToClientKey[16];
UCHAR ClientToServerKey[16];
};
// Client Options
struct CLIENT_OPTION
{
wchar_t AccountName[MAX_ACCOUNT_NAME_LEN + 1]; // Connection setting name
char Hostname[MAX_HOST_NAME_LEN + 1]; // Host name
UINT Port; // Port number
UINT PortUDP; // UDP port number (0: Use only TCP)
UINT ProxyType; // Type of proxy
char ProxyName[MAX_HOST_NAME_LEN + 1]; // Proxy server name
UINT ProxyPort; // Port number of the proxy server
char ProxyUsername[MAX_PROXY_USERNAME_LEN + 1]; // Maximum user name length
char ProxyPassword[MAX_PROXY_PASSWORD_LEN + 1]; // Maximum password length
UINT NumRetry; // Automatic retries
UINT RetryInterval; // Retry interval
char HubName[MAX_HUBNAME_LEN + 1]; // HUB name
UINT MaxConnection; // Maximum number of concurrent TCP connections
bool UseEncrypt; // Use encrypted communication
bool UseCompress; // Use data compression
bool HalfConnection; // Use half connection in TCP
bool NoRoutingTracking; // Disable the routing tracking
char DeviceName[MAX_DEVICE_NAME_LEN + 1]; // VLAN device name
UINT AdditionalConnectionInterval; // Connection attempt interval when additional connection establish
UINT ConnectionDisconnectSpan; // Disconnection interval
bool HideStatusWindow; // Hide the status window
bool HideNicInfoWindow; // Hide the NIC status window
bool RequireMonitorMode; // Monitor port mode
bool RequireBridgeRoutingMode; // Bridge or routing mode
bool DisableQoS; // Disable the VoIP / QoS function
bool FromAdminPack; // For Administration Pack
bool NoTls1; // Do not use TLS 1.0
bool NoUdpAcceleration; // Do not use UDP acceleration mode
UCHAR HostUniqueKey[SHA1_SIZE]; // Host unique key
};
// Client authentication data
struct CLIENT_AUTH
{
UINT AuthType; // Authentication type
char Username[MAX_USERNAME_LEN + 1]; // User name
UCHAR HashedPassword[SHA1_SIZE]; // Hashed passwords
char PlainPassword[MAX_PASSWORD_LEN + 1]; // Password
X *ClientX; // Client certificate
K *ClientK; // Client private key
char SecurePublicCertName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device certificate name
char SecurePrivateKeyName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device secret key name
CHECK_CERT_PROC *CheckCertProc; // Server certificate confirmation procedure
SECURE_SIGN_PROC *SecureSignProc; // Security signing procedure
};
// TCP socket data structure
struct TCPSOCK
{
SOCK *Sock; // Socket
FIFO *RecvFifo; // Reception buffer
FIFO *SendFifo; // Transmission buffer
UINT Mode; // Read mode
UINT WantSize; // Requested data size
UINT NextBlockNum; // Total number of blocks that can be read next
UINT NextBlockSize; // Block size that is planned to read next
UINT CurrentPacketNum; // Current packet number
UINT64 LastCommTime; // Last communicated time
UINT64 LastRecvTime; // Time the last data received
UINT LateCount; // The number of delay occurences
UINT Direction; // Direction
UINT64 NextKeepAliveTime; // Next time to send a KeepAlive packet
RC4_KEY_PAIR Rc4KeyPair; // RC4 key pair
CRYPT *SendKey; // Transmission key
CRYPT *RecvKey; // Reception key
UINT64 DisconnectTick; // Time to disconnect this connection
UINT64 EstablishedTick; // Establishment time
};
// TCP communication data structure
struct TCP
{
LIST *TcpSockList; // TCP socket list
};
// UDP communication data structure
struct UDP
{
SOCK *s; // UDP socket (for transmission)
IP ip; // Destination IP address
UINT port; // Destination port number
UINT64 NextKeepAliveTime; // Next time to send a KeepAlive packet
UINT64 Seq; // Packet sequence number
UINT64 RecvSeq;
QUEUE *BufferQueue; // Queue of buffer to be sent
};
// Data block
struct BLOCK
{
BOOL Compressed; // Compression flag
UINT Size; // Block size
UINT SizeofData; // Data size
UCHAR *Buf; // Buffer
bool PriorityQoS; // Priority packet for VoIP / QoS function
UINT Ttl; // TTL value (Used only in ICMP NAT of Virtual.c)
UINT Param1; // Parameter 1
bool IsFlooding; // Is flooding packet
};
// Connection structure
struct CONNECTION
{
LOCK *lock; // Lock
REF *ref; // Reference counter
CEDAR *Cedar; // Cedar
struct SESSION *Session; // Session
UINT Protocol; // Protocol
SOCK *FirstSock; // Socket for negotiation
SOCK *TubeSock; // Socket for in-process communication
TCP *Tcp; // TCP communication data structure
UDP *Udp; // UDP communication data structure
bool ServerMode; // Server mode
UINT Status; // Status
char *Name; // Connection name
THREAD *Thread; // Thread
volatile bool Halt; // Stop flag
UCHAR Random[SHA1_SIZE]; // Random number for Authentication
UINT ServerVer; // Server version
UINT ServerBuild; // Server build number
UINT ClientVer; // Client version
UINT ClientBuild; // Client build number
char ServerStr[MAX_SERVER_STR_LEN + 1]; // Server string
char ClientStr[MAX_CLIENT_STR_LEN + 1]; // Client string
UINT Err; // Error value
bool ClientConnectError_NoSavePassword; // Don't save the password for the specified user name
QUEUE *ReceivedBlocks; // Block queue that is received
QUEUE *SendBlocks; // Block queue planned to be sent
QUEUE *SendBlocks2; // Send queue (high priority)
COUNTER *CurrentNumConnection; // Counter of the number of current connections
LIST *ConnectingThreads; // List of connected threads
LIST *ConnectingSocks; // List of the connected sockets
bool flag1; // Flag 1
UCHAR *RecvBuf; // Receive buffer
char ServerName[MAX_HOST_NAME_LEN + 1]; // Server name
UINT ServerPort; // Port number
bool RestoreServerNameAndPort; // Flag to restore the server name and port number to original
bool UseTicket; // Ticket using flag
UCHAR Ticket[SHA1_SIZE]; // Ticket
UINT CurrentSendQueueSize; // Total size of the transmission queue
X *ServerX; // Server certificate
X *ClientX; // Client certificate
char *CipherName; // Encryption algorithm name
UINT64 ConnectedTick; // Time it is connected
IP ClientIp; // Client IP address
char ClientHostname[MAX_HOST_NAME_LEN + 1]; // Client host name
UINT Type; // Type
bool DontUseTls1; // Do not use TLS 1.0
void *hWndForUI; // Parent window
bool IsInProc; // In-process
char InProcPrefix[64]; // Prefix
UINT AdditionalConnectionFailedCounter; // Additional connection failure counter
UINT64 LastCounterResetTick; // Time the counter was reset finally
bool WasSstp; // Processed the SSTP
bool WasDatProxy; // DAT proxy processed
UCHAR CToken_Hash[SHA1_SIZE]; // CTOKEN_HASH
UINT LastTcpQueueSize; // The last queue size of TCP sockets
UINT LastPacketQueueSize; // The last queue size of packets
UINT LastRecvFifoTotalSize; // The last RecvFifo total size
UINT LastRecvBlocksNum; // The last ReceivedBlocks num
};
// Function prototypes
CONNECTION *NewClientConnection(SESSION *s);
CONNECTION *NewClientConnectionEx(SESSION *s, char *client_str, UINT client_ver, UINT client_build);
CONNECTION *NewServerConnection(CEDAR *cedar, SOCK *s, THREAD *t);
void ReleaseConnection(CONNECTION *c);
void CleanupConnection(CONNECTION *c);
int CompareConnection(void *p1, void *p2);
void StopConnection(CONNECTION *c, bool no_wait);
void ConnectionAccept(CONNECTION *c);
void StartTunnelingMode(CONNECTION *c);
void EndTunnelingMode(CONNECTION *c);
void DisconnectTcpSockets(CONNECTION *c);
void ConnectionReceive(CONNECTION *c, CANCEL *c1, CANCEL *c2);
void ConnectionSend(CONNECTION *c, UINT64 now);
TCPSOCK *NewTcpSock(SOCK *s);
void FreeTcpSock(TCPSOCK *ts);
BLOCK *NewBlock(void *data, UINT size, int compress);
void FreeBlock(BLOCK *b);
void StopAllAdditionalConnectThread(CONNECTION *c);
UINT GenNextKeepAliveSpan(CONNECTION *c);
void SendKeepAlive(CONNECTION *c, TCPSOCK *ts);
void DisconnectUDPSockets(CONNECTION *c);
void PutUDPPacketData(CONNECTION *c, void *data, UINT size);
void SendDataWithUDP(SOCK *s, CONNECTION *c);
void InsertReveicedBlockToQueue(CONNECTION *c, BLOCK *block, bool no_lock);
void InitTcpSockRc4Key(TCPSOCK *ts, bool server_mode);
UINT TcpSockRecv(SESSION *s, TCPSOCK *ts, void *data, UINT size);
UINT TcpSockSend(SESSION *s, TCPSOCK *ts, void *data, UINT size);
void WriteSendFifo(SESSION *s, TCPSOCK *ts, void *data, UINT size);
void WriteRecvFifo(SESSION *s, TCPSOCK *ts, void *data, UINT size);
CLIENT_AUTH *CopyClientAuth(CLIENT_AUTH *a);
BUF *NewKeepPacket(bool server_mode);
void KeepThread(THREAD *thread, void *param);
KEEP *StartKeep();
void StopKeep(KEEP *k);
void InRpcSecureSign(SECURE_SIGN *t, PACK *p);
void OutRpcSecureSign(PACK *p, SECURE_SIGN *t);
void FreeRpcSecureSign(SECURE_SIGN *t);
void NormalizeEthMtu(BRIDGE *b, CONNECTION *c, UINT packet_size);
UINT GetMachineRand();
#endif // CONNECTION_H
// Developed by SoftEther VPN Project at University of Tsukuba in Japan.
// Department of Computer Science has dozens of overly-enthusiastic geeks.
// Join us: http://www.tsukuba.ac.jp/english/admission/
|