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mvfst/quic/client/state/ClientStateMachine.h
Hani Damlaj 2660a288b3 Update Company Name
Summary: - as title

Reviewed By: lnicco

Differential Revision: D33513410

fbshipit-source-id: 282b6f512cf83b9abb7990402661135b658f7bd1
2022-01-13 12:07:48 -08:00

160 lines
5.7 KiB
C++

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
*/
#pragma once
#include <folly/io/async/AsyncSocketException.h>
#include <quic/client/handshake/ClientHandshake.h>
#include <quic/client/handshake/ClientHandshakeFactory.h>
#include <quic/congestion_control/QuicCubic.h>
#include <quic/flowcontrol/QuicFlowController.h>
#include <quic/handshake/TransportParameters.h>
#include <quic/state/QuicStateFunctions.h>
#include <quic/state/StateData.h>
namespace quic {
struct CachedServerTransportParameters;
struct PendingClientData {
NetworkDataSingle networkData;
folly::SocketAddress peer;
PendingClientData(
NetworkDataSingle networkDataIn,
folly::SocketAddress peerIn)
: networkData(std::move(networkDataIn)), peer(std::move(peerIn)) {}
};
struct QuicClientConnectionState : public QuicConnectionStateBase {
~QuicClientConnectionState() override = default;
// Zero rtt write header cipher.
std::unique_ptr<PacketNumberCipher> zeroRttWriteHeaderCipher;
// Write cipher for 0-RTT data
std::unique_ptr<Aead> zeroRttWriteCipher;
// The stateless reset token sent by the server.
folly::Optional<StatelessResetToken> statelessResetToken;
// The retry token sent by the server.
std::string retryToken;
// This is the destination connection id that will be sent in the outgoing
// client initial packet. It is modified in the event of a retry.
folly::Optional<ConnectionId> initialDestinationConnectionId;
// This is the original destination connection id. It is the same as the
// initialDestinationConnectionId when there is no retry involved. When
// there is retry involved, this is the value of the destination connection
// id sent in the very first initial packet.
folly::Optional<ConnectionId> originalDestinationConnectionId;
std::shared_ptr<ClientHandshakeFactory> handshakeFactory;
ClientHandshake* clientHandshakeLayer;
folly::Optional<TimePoint> lastCloseSentTime;
// Save the server transport params here so that client can access the value
// when it wants to write the values to psk cache
// TODO Save TicketTransportParams here instead of in QuicClientTransport
bool serverInitialParamsSet_{false};
uint64_t peerAdvertisedInitialMaxData{0};
uint64_t peerAdvertisedInitialMaxStreamDataBidiLocal{0};
uint64_t peerAdvertisedInitialMaxStreamDataBidiRemote{0};
uint64_t peerAdvertisedInitialMaxStreamDataUni{0};
uint64_t peerAdvertisedInitialMaxStreamsBidi{0};
uint64_t peerAdvertisedInitialMaxStreamsUni{0};
struct HappyEyeballsState {
// Delay timer
folly::HHWheelTimer::Callback* connAttemptDelayTimeout{nullptr};
// IPv6 peer address
folly::SocketAddress v6PeerAddress;
// IPv4 peer address
folly::SocketAddress v4PeerAddress;
// The address that this socket will try to connect to after connection
// attempt delay timeout fires
folly::SocketAddress secondPeerAddress;
// The UDP socket that will be used for the second connection attempt
std::unique_ptr<folly::AsyncUDPSocket> secondSocket;
// Whether should write to the first UDP socket
bool shouldWriteToFirstSocket{true};
// Whether should write to the second UDP socket
bool shouldWriteToSecondSocket{false};
// Whether HappyEyeballs has finished
// The signal of finishing is first successful decryption of a packet
bool finished{false};
};
HappyEyeballsState happyEyeballsState;
// Short header packets we received but couldn't yet decrypt.
std::vector<PendingClientData> pendingOneRttData;
// Handshake packets we received but couldn't yet decrypt.
std::vector<PendingClientData> pendingHandshakeData;
explicit QuicClientConnectionState(
std::shared_ptr<ClientHandshakeFactory> handshakeFactoryIn)
: QuicConnectionStateBase(QuicNodeType::Client),
handshakeFactory(std::move(handshakeFactoryIn)) {
cryptoState = std::make_unique<QuicCryptoState>();
congestionController = std::make_unique<Cubic>(*this);
connectionTime = Clock::now();
originalVersion = QuicVersion::MVFST;
DCHECK(handshakeFactory);
auto tmpClientHandshake =
std::move(*handshakeFactory).makeClientHandshake(this);
clientHandshakeLayer = tmpClientHandshake.get();
handshakeLayer = std::move(tmpClientHandshake);
// We shouldn't normally need to set this until we're starting the
// transport, however writing unit tests is much easier if we set this here.
updateFlowControlStateWithSettings(flowControlState, transportSettings);
streamManager = std::make_unique<QuicStreamManager>(
*this, this->nodeType, transportSettings);
transportSettings.selfActiveConnectionIdLimit =
kDefaultActiveConnectionIdLimit;
}
};
/**
* Undos the clients state to be the original state of the client.
*/
std::unique_ptr<QuicClientConnectionState> undoAllClientStateForRetry(
std::unique_ptr<QuicClientConnectionState> conn);
void processServerInitialParams(
QuicClientConnectionState& conn,
ServerTransportParameters serverParams,
PacketNum packetNum);
void cacheServerInitialParams(
QuicClientConnectionState& conn,
uint64_t peerAdvertisedInitialMaxData,
uint64_t peerAdvertisedInitialMaxStreamDataBidiLocal,
uint64_t peerAdvertisedInitialMaxStreamDataBidiRemote,
uint64_t peerAdvertisedInitialMaxStreamDataUni,
uint64_t peerAdvertisedInitialMaxStreamsBidi,
uint64_t peerAdvertisedInitialMaxStreamUni);
CachedServerTransportParameters getServerCachedTransportParameters(
const QuicClientConnectionState& conn);
void updateTransportParamsFromCachedEarlyParams(
QuicClientConnectionState& conn,
const CachedServerTransportParameters& transportParams);
} // namespace quic