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SNFMulti should be external, cleaning up.

git-svn-id: https://svn.microneil.com/svn/PKG-SNF-SDK-WIN/trunk@10 7d91e7c8-5a61-404e-b06a-95855fde9112
master
madscientist 12 vuotta sitten
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SNFMulti/ChangeLog Näytä tiedosto

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2009-05-27 Alban Deniz <adeniz@skidmark.localdomain>

* Makefile.am (EXTRA_DIST): Include Makefile.am and ChangeLog in
the distribution.

2009-05-23 Alban Deniz <adeniz@skidmark.localdomain>

* Makefile.am (noinst_HEADERS): Removed tcp_watchdog.hpp and
mangler.hpp.
(libSNFMulti_a_SOURCES): Removed tcp_watchdog.cpp and mangler.cpp.

2009-02-06 Alban Deniz <adeniz@skidmark.localdomain>

* SNFMulti.cpp: Replaced with file from Pete, Jan 29, 2009.

2008-12-09 Alban Deniz <adeniz@skidmark.localdomain>

* SNFMulti.cpp (enum PatternResultTypes): Remove 'typedef'.

(snf_EngineHandler::scanMessageFile): Make XHDRInjState const char *.
(snf_EngineHandler::scanMessage): Make DebugInfo const char *.

* GBUdb.cpp (GBUdbAlert::toXML): Make FlagName a pointer to const
char *.

* FilterChain.hpp (class FilterChainHeaderAnalysis): Pass const
char * to SetFollowPattern. Make MatchPattern a pointer to const
char *.

SNF Command Line & SNFMulti Engine / Client Change Log
------------------------------------------------------------------------------

20080710 - Version 3.0.1

Minor change to SNFServer main.cpp:59 - removed cast to (int) which caused
a precision loss error when compiling on 64 bit systems. This changes the
thread pointer info in debug mode slightly (better).

20080626 - Version 3.0, It's official.

Changed build information.
Removed extraneous comments from configuration file.

20080524 - Version V2-9rc2.25.7

Optimized networking library for additional speed & stability by moving
receive buffer allocation from heap to stack (automatic).

Optimized timing parameters in SNFClient for improved speed. Polling dealys
are now reduced to 10ms from 30ms.

Removed speed-bug in SNFClient, 100ms guard time between retries was always
executed after an attempt (even a successful attempt). The guard time is now
condition and only fires on unsuccessful attempts.

Updated XCI server logic to ensure non-blocking sockets for clients in all
socket implementations.

20080424 - Version V2-9rc2.24.6

Refactored snfScanData.clear() to reduce heap work and fragments.

Added mutex to scanMessageFile() entry point just in case some app attempts to
put multiple threads through a single engine handler. scanMessage() is already
protected and fully wraped by the new scanMessageFile() mutex.

Added non-specific runtime exception handling to XHDR injection code.

Added 2 retries w/ 300ms delay to remove original message in XHDR inject code.
If remove fails after 3 attempts the injector throws.

Added 2 retries w/ 300ms delay to rename temp file to msg in XHDR inject code.
If rename fails after 3 attempts the injector throws.

20080416 - Version V2-9rc2.23.6

Fixed bug where SNCY open() would fail on some Win* platforms with
WSAEINVAL instead of the standard EINPROGRESS or EALREADY which were expected.
Also added WSAEWOULDBLOCK to cover other "ambiguities" in windows sockets
implementations. InProgress() on Win* now test for any of:

WSAEINPROGRESS, WSAEALREADY, WSAEWOULDBLOCK, WSAEINVAL

20080413 - Version V2-9rc2.22.6

Fixed bug in TCPHost.open() where EALREADY was not counted as a version of
EINPROGRESS. This would cause open() to throw an unnecessary exception when
an open() required extra time.

20080413 - Version V2-9rc2.21.6

Extended timeout for SYNC session open() to the full session length. This way
if a session takes a long time to open it still has a shot at success.

20080411 - Version V2-9rc2.20.6

Adjusted snfNETmgr to use non-blocking open in SYNC sessions. Open timeout
is 1/3 of the session timeout. Session timeout is 2 * Session pacing. Open
polling uses golden spiral delay from 10ms to 340ms.

20080410 - Version V2-9rc2.19.6

Adjusted XCI manager to use new snfCFGPacket paradigm in checkCFG().

Adjusted snf_RulebaseHandler::addRulePanic() to use MyMutex and eliminated
the AutoPanicMutex and waiting scheme.

Refactored scanMessage() to use a ScopeMutex() rather than lock()/unlock().

Refactored scanMessage() to use MyCFGPacket.isRulePanic() test.

Redesigned snfCFGPacket handling to automate grab() / drop() functions.

Fixed lock-up bug: Redesigned AutoPanic posting and checking mechanisms to
eliminate potential dead-lock condition. Under some conditions a precisely
timed auto-panic posting could cause the RulebaseHandler mutex and the
AutoPanicMutex to become intertwined leading to a cascading deadlock. When
this occurred all XCI processing threads and eventually the XCI listener
thread would become blocked waiting to get the current configuration.

20080409 - Version V2-9rc2.18.6

Enhanced XCI exception handling and logging to provide additional detail.

Added code to explicitely check for zero length files in scanMessagFile().
Previously a zero length file would cause the CBFR module of the filter
chain to throw an invalid buffer exception. Now if the message file is empty
scanMessageFile() will throw a FileError stating FileEmpty!.

20080407 - Version V2-9rc2.17.6

Enhanced exception reporting in snfXCImrg


20080405 - SNFServer V2-9rc2.16.6

Reduced safetly limits on status reports to 100K for status reports and 100K
for samples. Previous values were 10M. Most full sessions from the busiest
systems are < 50K total.

Recoded sendDataTimeout() to break uploads into 512 byte chunks and insert
delays only when a chunk is fragmented. This methodology improves reliability
on Win* systems without any significant penalty on systems that don't need
socket sends() to be in smaller chunks.

Fixed TCPClient::transmit() and TCPHost::transmit() bug where returned byte
count might be -1. Now returned byte counts can only be 0 or more.

20080403 - SNFServer V2-9rc2.15.5

Minor modifications to networking module to better support non-blocking open()

Updated SNFClient with new timing and non-blocking open(). Worst case return
time from SNFClient estimated at 200 seconds (theoretically impossible). No-
connection return time from SNFClient estimated at 20 seconds.

20080326 - SNFServer V2-9rc2.15.4

Refactored snfNETmgr::sync() to consolidate non-blocking io routines.

Added detailed thread status data to XCI listener thread.

Fixed minor bug in main (not changing revision), Debug flag for internal use
was left on in the last build cycle. It is commented out now.

20080325 - SNFServer V2-9rc2.14.4

Updated snfNETmgr with comprehensive thread status data.

Refactored snfNETmgr::sync() to check a Timeout, removed TCPWatchdog.

20080325 - SNFServer V2-9rc2.13.4

Upgraded TCPWatcher code to use new threading features (type, status).

20080324 - SNFServer v2-9rc2.12.4

Added a "Rulebase Getter" feature as part of the snf_Reloader. When enabled
the Rulebase Getter will launch a user defineable system() call whenever a
new rulebase file is available. The call will be repeated until the condition
is cleared by a successful update of the rulebase file. The Rulebase Getter
will wait a configurable "guard time" between attempts. The default system()
call is "getRulebase" with a guard time of 3 minutes. In most cases this will
launch the provided getRulebase script which should be present in the start
location of SNFServer on most systems. Best practice is to configure the full
path to the update script. The system() call is made in a separate thread so
that if the system() call hangs for some reason only the Rulebase Getter is
stuck.

Built thread monitoring function for SNFServer.exe (Full status report / sec).
The thread monitoring report is turned on when the program is renamed to
SNFDebugServer.exe or if "debug" appears in the file path to the program.

Refactored XCI channels to leverage new thread monitoring.

Refactored Threading to eliminate inline code.

Improved exception handling/reporting in scanMessageFile().

Updated scanMessagFile() header injection code to accommodate messages with
no body. Previous version would throw an exception when it could not find an
injection point. The new version makes the injection point byte 0 and puts
the injected headers at the top of the message using it's best guess about the
type of line endings (CRLF or LF) to use.

Updated Threading library to include high level thread state tracking and
naming. Also creates a global Threads object that can produce a real-time
status report on all threads.

Updated Networking library to use SO_REUSEADDR by default on listeners.

20080318 - SNF2-9rc1.11.exe Consolidated several mods/fixes

Corrected scan error logging bug. Was posting <s/> now posts <e/>.

Updated scan error logging to be more uniform with non-scan errors.

Developed various script prototypes for postfix integration & automated
updates on win* systems using the new UpdateReady.txt file mechanism.

Fixed a bug in scanMessageFile() where an \n\n style insertion point
would never be detected.

Modified scanMessageFile() header injection to strip <CR> from line ends
when the message file provided does not use them. The line-end style of
the message file is detected while locating the insertion point. If the
insertion point (first blank line) does not use <CR><LF> then the SNF
generated X-Headers are stripped of <CR> in a tight loop before injection.

Enhanced error and exception reporting in SNFMulti.cpp scanMessageFile().

Enhanced exception handling in networking module. All exceptions now
throw descriptive runtime_error exceptions.

20080306 - SNF2-9rc1.8.exe (FIRST RELEASE CANDIDATE for VERSION 3!)

Added Drilldown Header Directive Functions - When the candidate source IP
comes from a header matching a drilldown directive the IP is marked "Ignore"
in GBUdb and the candidate is no longer eligible to be the source for that
message. This allows SNF to follow the trusted chain of devices (by IP) down
to the actual source of the message. It is handy for ignoring net blocks
because it can match partial IPs but it is designed to allow SNF to learn
it's way through the servers at large ISPs so that the original source for
each message can be evaluated directly.

Added Source Header Directive Functions - This feature allows SNF to acquire
the source IP for a message from a specific header rather than searching
through the Received headers in the message. This is useful when the original
source for a message is not represented in Received headers. For example:
Hotmail places the originating source IP in a special header and does not
provide a Received header for that IP. This feature is protected from abuse
by a "Context" feature which only activates the source header directive when
specific content is found in a specific received header. Using the above
example, this feature can be configured so that a Hotmail source header would
only be read if the top Recieved header contained "hotmail.com [" indicating
that the ptr lookup for the header matched the hotmail domain. Note: When a
source is pulled from a header directive that source is put into a synthetic
Received header and injected into the scanning stream (not the message) as
the first Received header.

Added forced source IP to XCI - It is now possible to "inject" or "force"
the source IP for any message by providing that IP in the XCI request or
directly in a scan...() function call. This allows the calling application
to provide the source IP for a message ahead of any Received headers that
might be in the message. This is useful when the calling application knows
the original source IP for the message but that IP is not represented in
the Received headers and it is not desireable to use the Source Header
Directive mechanism.

Added forced source IP mode to SNFClient - It is now possible to call the
SNFClient utility with an IP4Address using the syntax:

SNFClient -source=12.34.56.78

The -source mode of SNFClient exercises the forced source IP feature in
the XCI (see above)

Added Status Report features to SNFClient and XCI - It is now possible to
request the latest status.second, status.minute, or status.hour data via
the XCI and SNFClient. The syntax for requesting a status report using the
SNFClient is:

SNFClient -status.second
SNFClient -status.minute
SNFClient -status.hour

In addition to providing status reports the SNFClient in this mode will
return a nonzero value (usually 99) if it is unable to get a status report
from SNFServer. This feature can be used to verify that SNFServer is up
and responding. If SNFServer is OK then the result code returned is 0.

Added result codes to SNFClient -test and XCI IP test functions - The XCI
engine has been upgraded to provide the range value for the IP under test
as well as the symbolic result code associated with that range. This allows
the -test function to provide results that are consistent with the GBUdb
configuration without additional processing: For example, if the IP falls
in the Caution range then the Caution result code will be returned just
as if a message had been scanned with the same IP and no pattern match
occurred. The same is true for Truncate and Black range hits.

Added Timestamp and Command Line Parameter data to SNFClient.exe.err - When
an error occurs with SNFClient that may not appear in the SNFServer logs an
entry is appended to the SNFClient.exe.err file. That in itself is not new.
The new feature is that the entries added to the SNFClient.exe.err file now
include timestamp and command line data to aid in debugging.

Added BIG-ENDIAN Conversion - When the SNFServer program is compiled on a
system that uses a BIG-ENDIAN processor (such as a power-mac) the rulebase
load process now includes a routine to convert the token matrix from it's
native LITTLE-ENDIAN format to a BIG-ENDIAN format. This solves a bug where
Power-Mac (and presumably other BIG-ENDIAN systems) could compile and run
the SNF* software but were unable to capture spam because the token matrix
in the rulebase file was misinterpreted.

Note: The BIG-ENDIAN Conversion feature is still considered experimental
because it has not yet been thoroughly tested.

Updated the Configuration Log to include all of the current configuration
features and to improve it's readability.


20080207 - SNF2-9b1.7.exe

SYNC Timeout now 2x SYNC Schedule

SNFServer now produces an UpdateReady.txt file when the UTC timestamp on
the SYNC server is newer than the UTC timestamp of the active rulebase. It
is presumed that a suitable update script or program will run periodically
and download a fresh rulebase file if the UpdateReady.txt file is present.
The update script should remove the UpdateReady.txt file when it completes
a successful download of the new rulebase file.

Added available rulebase UTC in status reports <udate utc.../>

Added Automatic path fixup for ending / or \

Added option to use local time in log rotation <rotation localtime='no'/>
The default is still utc.

20071102 - SNF2-9b1.6.exe

Increased MAX_EVALS from 1024 to 2048.

Adjusted defult range envelopes in snf_engine.xml to be more conservative.

20071017 - SNF2-9b1.5.exe

Added a missing #include directive to the networking.hpp file. The
missing #include was not a factor on Linux and Windows systems but
caused compiler errors on BSD systems.

Corrected a bug in the GBUdb White Range code where any message with a
white range source IP was being forced to the white result code. The
engine now (correctly) only forces the result and records the event when
a black pattern rule was matched and the White Range IP causes that
scan result to be overturned. If the scan result was not a black pattern
match then the original scan result is allowed to pass through.

Corrected a bug in the Header Analysis filter chain module that would
cause the first header in the message to be ignored in some cases.

Corrected an XML log format problem so that <s/> elements are correctly
open ended <s ....> or closed (empty) <s..../> according to whether they
have subordinate elements.

Adjusted the GBUdb header info format. The order of the Confidence
figure and Probabilty figure is now the same as in the XML log files
(C then P). The confidence and probability figures are now preceeded
with c= and p= respectively so that it's easy to tell which is which.

20071009 - SNF2-9b1.4.exe

Tightened up the XCI handler code and removed the watchdog. The watchdog
would restart the listener if there were no connections in 5 minutes. It
was originally added to provide additional stability, however in practice
there have been no "stalled listeners". Also, a stalled listener would
likely be a sign of a different problem that the watchdog would tend to
hide.

Modified and refactored the XCI configuration management code. All XCI config
changes and up-down operations are now handled in a single function except
upon exit from the main XCI thread where XCI_shutdown() is always called.

Added some more detailed exception handling code to the XCI component so that
more data will be logged in the event of an error.


20071008 - SNF2-9b1.2.exe

Added support for passing Communigate Message Files directly. Communigate adds
data to the top of the message file. That data stops at the first blank line and
the rfc822 message begins. The SNFServer engine can now be told to ignore this
extra data using the following option:

<msg-file type='cgp'/> <!-- type='cgp' for communigate message files -->

If the msg-file type is anything other than 'cgp' then it will treat the message
file as a standard rfc822 message in the usual way. The default setting is

<msg-file type='rfc822'/>





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SNFMulti/FilterChain.cpp
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SNFMulti/FilterChain.hpp Näytä tiedosto

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// FilterChain.hpp
//
// (C) 2002-2009 MicroNeil Research Corporation
//
// This is the base class header for FilterChain objects.
// FilterChain objects can be chained together to filter
// a byte stream. Each object produces a single character
// per call. It will also call it's source object for the
// next character as required.

// History...

// 20060822 _M
// Adding FilterChainHeaderAnalysis to identify missing headers and header
// anomalies, and to extract and test IP data.

// 20060127 _M
// Added FilterChainCBFG to accept a buffer of a specific
// length.

// 20041116 _M Added UrlDecode module. The module will repeat a decoded version of
// any anchor tag that it sees which contains decodable %xx bytes. Other anchor
// tags are not repeated.

// 20041116 _M Upgrades to the Defunker module. The module now decodes any HTML
// encoded bytes that could have been normal ascii.

// 20041114 _M Completed basic defunker engine which strips out all HTML and some
// basic &nbsp; encoding.

// 20041113 _M Began heavy upgrades to this module to improve performance and
// provide additional obfuscation removal. This modification will include a move
// from the use of switch(State) mechanisms to the use of function pointers. This
// should save a few cycles on every byte processed.

// 20021025 _M
// Added FilterChainCString to accept a Null Terminated
// String (CString). Except for the input form it operates
// exactly like the FilterChainInput form as modified below.
// This allows WebClay to deliver the message using a buffer
// rather than a file.

// 20021015 _M
// Modified FilterChainInput to eat control characters and
// <CR> bytes so that the input stream "appears" always to
// be terminated in the *nix standard \n. Tabs are also passed
// but all other low bytes are eaten.

// 20020721 _M File Created.

// This is the base class - nothing special happens here
// except defining the basic format of a FilterChain object.
// If this object is instantiated, then it will simply return
// it's source's data, or a stream of '0's if none has been
// defined.

#ifndef _MN_FilterChain
#define _MN_FilterChain

#include <stdexcept>
#include <iostream>
#include <sstream>
#include <string>
#include <cstring>
#include <cstdlib>
#include <cctype>


using namespace std;


// Define parameters for this module.

const static int ScanBufferSize = 128; // Define the buffer size.

// Define the base class.

class FilterChain {

private:

FilterChain* Source; // Where we get our data.

public:

class BadSource : public invalid_argument { // Bad Source Exception.
public: BadSource(const string& w):invalid_argument(w){}
};
class Empty : public underflow_error { // Empty Exception.
public: Empty(const string& w):underflow_error(w){}
};

virtual unsigned char GetByte() { // Return either 0
if(NULL==Source) return 0; // if we have no source
else return Source->GetByte(); // otherwise it's byte.
}

FilterChain(){Source=NULL;} // Default Constructor no source.

// The next constructor throws an error if no source is defined.

FilterChain(FilterChain* S) {
if(NULL==S) throw BadSource("FilterChain: NULL source not valid");
else Source = S;
}
virtual ~FilterChain() {} // Stop Warns about no virt dtor
};

// FilterChainInput
// This version of FilterChain accepts an istream as a source and
// gets a single character from it at each GetByte();

class FilterChainInput : public FilterChain {

private:

istream* SourceIstream;

public:

// Here we overload the GetByte() function to get a byte
// from the source stream. This is a litle bit special because
// we're going to start our filtering process. Since we are
// filtering text streams for pattern matching systems we will
// eat any special control characters we get - including <CR>.
// This helps us standardize on a *nix model for line ends as
// each line end will be \n. It also gets rid of a lot of junk.

unsigned char GetByte() { // Get the next byte.
char i; // Keep it here.

do{ // Loop to eat junk.

SourceIstream->get(i); // Read the next byte...
if(!SourceIstream->good()) // If something went wrong then
throw Empty("FilterChain: No more data"); // throw the empty exception.

if(i >= ' ') break; // Send all good bytes right away.
if(i=='\n' || i=='\t') break; // If we hit a \n or \t send it.
// Otherwise quietly eat anything
} while(true); // less than a space.

return i; // Return the latest byte...
}

// Here we overload the constructor to accept a stream.

FilterChainInput(istream* S){ // Build me with a stream.
if(NULL==S) throw BadSource("FilterChainInput: Null source not valid" ); // If it's NULL that's bad.
if(!S->good()) throw BadSource("FilterChainInput: Bad istream"); // Not good is bad.
else SourceIstream = S; // If it's good we keep it.
}

FilterChainInput() { // If we don't have a source then
throw BadSource("FilterChainInput: Source required"); // we're no good.
}
};

// FilterChainCString
// This version sources the data for the chain from a message buffer, or
// more precisely a null terminated string. The basic operation is identical
// to that of FilterChainInput above except that we're not working with
// a filestream as an input.

class FilterChainCString : public FilterChain {

private:

unsigned char* InputBuffer;
int BufferIndex;

public:

// Here we overload GetByte() just like we do in FilterChainInput
// except that we're going to get our data from a NULL terminated
// string instead of a stream. IN FACT ... the code below was simply
// copied from FilterChainInput and modified in place.

unsigned char GetByte() { // Get the next byte.
unsigned char i; // Keep it here.

do{ // Loop to eat junk.

i = InputBuffer[BufferIndex++]; // Read the next byte...
if(0 == i) // If there's nothing left then
throw Empty("FilterChainCString: No more data"); // throw the empty exception.

if(i >= ' ') break; // Send all good bytes right away.
if(i=='\n' || i=='\t') break; // If we hit a \n or \t send it.
// Otherwise quietly eat anything
} while(true); // less than a space.

return i; // Return the latest byte...
}

// Here we overload the constructor to accept a stream.

FilterChainCString(unsigned char* S){ // Build me with a char buffer.
if(NULL==S) throw BadSource("FilterChainCString: NULL source not valid"); // If it's NULL that's bad.
if(0==S[0]) throw BadSource("FilterChainCString: Empty source not valid"); // Empty is bad.
else InputBuffer = S; // If it's good we keep it.
BufferIndex = 0; // Always start at index 0.
}

FilterChainCString() { // If we don't have a source then
throw BadSource("FilterChainCString: Source required"); // we're no good.
}
};

// FilterChainCBFR
// This version sources the data for the chain from a message buffer, NOT
// a null terminated string. The basic operation is identical to FilterChainCString
// except that this version requires the length of the buffer and stops when that
// number of characters have been read.

class FilterChainCBFR : public FilterChain {

private:

unsigned char* InputBuffer;
unsigned int BufferLength;
unsigned int BufferIndex;

stringstream& PrependedHeaders;

bool PrependNotBuffer;

public:

// Here we overload GetByte() just like we do in FilterChainInput
// except that we're going to get our data from a known length char
// buffer instead of a stream. IN FACT ... the code below was simply
// copied from FilterChainCString and modified in place.

unsigned char GetByte() { // Get the next byte.
unsigned char i; // Keep it here.

if(PrependNotBuffer) { // While in prepend mode:

if(BufferIndex < PrependedHeaders.str().length()) { // If there is more to get
i = PrependedHeaders.str().at(BufferIndex); // then get it and move
++BufferIndex; // the index.
} else { // As soon as we run out
PrependNotBuffer = false; // of prepended headers switch
BufferIndex = 0; // to the CBFR and reset the index.
return GetByte(); // Recurse to get the next byte.
}

} else { // While in buffer mode:

do{ // Loop to eat junk.
if(BufferLength <= BufferIndex) // If there's nothing left then
throw Empty("FilterChainCBFR: No more data"); // throw the empty exception.

i = InputBuffer[BufferIndex++]; // Read the next byte...

if(i >= ' ') break; // Send all good bytes right away.
if(i=='\n' || i=='\t') break; // If we hit a \n or \t send it.
// Otherwise quietly eat anything
} while(true); // less than a space.
}

return i; // Return the latest byte...
}

// Here we overload the constructor to accept a stream.

FilterChainCBFR(unsigned char* S, int l, stringstream& P) : // Give me a bfr and a stringstream.
InputBuffer(S), // Grab the buffer,
BufferLength(l), // Grab the buffer length,
BufferIndex(0), // Initialize the index to 0,
PrependedHeaders(P), // Grab the PrependedHeaders reference.
PrependNotBuffer(true) { // Do PrependedHeaders first.

if(NULL==S) throw BadSource("FilterChainCBFR: NULL source not valid"); // If it's NULL that's bad.
if(0==l && 0==P.str().length())
throw BadSource("FilterChainCBFR: Empty source not valid"); // Empty is bad.
}

};

// FilterChainBase64
// This version decodes base64 content in email messages. It begins
// to decode this as soon as it sees the following message and two
// blank lines indicating the coding has started.
//
// Content-Transfer-Encoding: base64
//
// Once it sees a bad character or what appears to be the start of
// a new MIME segment, the filter turns off and passes through it's
// source data.

// The startup string for this filter is below. In this case we keep the
// <LF> part of the string to ensure we will be looking at the start
// of a line when we match.

const static unsigned char Base64Start[] = "\nContent-Transfer-Encoding: base64";

// The following table makes conversion fast because it's all lookups. The
// special value XX64 is used everywhere a bad byte is found in the table.

const static unsigned char XX64 = 0xFF;

// Note the special case '=' is used for pad. It is given the value 0x00.

// The input to this table is the incoming byte. The output is either XX64
// or a valid base64 numerical value.

const static unsigned char Base64Table[256] = {

// 0 1 2 3 4 5 6 7 8 9 A B C D E F

XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // 0
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // 1
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,0x3E,XX64,XX64,XX64,0x3F, // 2
0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D,XX64,XX64,XX64,0x00,XX64,XX64, // 3
XX64,0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D,0x0E, // 4
0x0F,0x10,0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19,XX64,XX64,XX64,XX64,XX64, // 5
XX64,0x1A,0x1B,0x1C,0x1D,0x1E,0x1F,0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28, // 6
0x29,0x2A,0x2B,0x2C,0x2D,0x2E,0x2F,0x30,0x31,0x32,0x33,XX64,XX64,XX64,XX64,XX64, // 7
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // 8
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // 9
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // A
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // B
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // C
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // D
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64, // E
XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64,XX64 // F
};

// The following constants are used to find segment positions when converting from
// 4 six bit values to 3 octets.

const static unsigned char base64_seg0_shift = 18;
const static unsigned char base64_seg1_shift = 12;
const static unsigned char base64_seg2_shift = 6;
const static unsigned char base64_seg3_shift = 0;

class FilterChainBase64 : public FilterChain {

private:

unsigned char x,y; // We need a few holding bins.
unsigned int Workspace; // Numerical workspace for conversion.

enum FilterState { // Operating State Codes.
SCANNING, // One-in = One-out, looking for startup.
DEQUEING, // Delivering buffered data.
DECODING // Delivering filtered data.
} State;

unsigned int ScanIx; // Scanning Index.
unsigned int DequeIx; // Dequeing Index.
unsigned char Buffer; // Define a buffer.

bool ValidByte(unsigned char y); // True if y can be decoded.

public:

unsigned char GetByte(); // Overload the main fn().

FilterChainBase64(FilterChain* S) // Sourced constructor...
:FilterChain(S){ // Call the base constructor.
State = SCANNING; // Set filter inactive.
ScanIx=DequeIx=0; // Reset our indexes.
} // We're all ready to start.

FilterChainBase64() { // Don't allow any
throw BadSource("FilterChainBase64: Source required"); // null constructors.
}

};

// FilterChainQuotedPrintable
// This version decodes quoted-printable content in email messages.
//
// For simplicity this one is always on. That is, whenever it sees a
// convertable quoted printable byte it will exchange it for the byte
// that is represented. This is only intended for operation preceeding the
// spam filter engine so it is safe to make these conversions.

class FilterChainQuotedPrintable : public FilterChain {

private:

long int Workspace; // Plain Text Workspace.
enum FilterState { // Operating State Codes
SCANNING, // One-in = One-out - looking for start-up.
DEQUEING, // Delivering buffered data.
DECODING // Delivering filtered data.
} State;

int BufferLength; // How full is the buffer.
int BufferIndex; // What byte are we on?
unsigned char Buffer[ScanBufferSize]; // Define the buffer.

bool isHexDigit(unsigned char i); // true if i is a hex digit byte.
int convertHexDigit(unsigned char i); // returns integer value of hex digit i.

public:

unsigned char GetByte(); // Overload the main fn().

FilterChainQuotedPrintable(FilterChain* S) // Sourced constructor...
:FilterChain(S){ // Call the base constructor.
State = SCANNING; // Set to the initial state.
BufferIndex = 0; // Initial buffer index.
BufferLength = 0; // Initial buffer length.
Workspace = 0; // Clear the workspace.
}

FilterChainQuotedPrintable() { // Don't allow any
throw BadSource("FilterChainQuotedPrintable: Source required"); // null constructors.
}

};


// FilterChainDefunker
// This module stores a copy of the stream containing HTML and then emits it
// at the end of the stream with all of the html elements removed and/or decoded
// to eliminate html based obfuscation.

class FilterChainDefunker;

static const int DefunkerSize = 32768; // Store size.
static const int DefunkerQueueSize = 24; // Size of defunker queue.

class FilterChainDefunker : public FilterChain { // Class definition.

private:

unsigned char StoreBuffer[DefunkerSize];
int InputPosition;
int OutputPosition;

// Nodes in the state change model are represented by functions.
// These modes represent the state prior to getting the Empty exception.
// During this mode, the Defunker simply stores a portion of the message
// to be scanned later.

unsigned char LastRawByte; // Last Raw Byte (for SkipHeaders);
unsigned char SkipHeaders(); // Skips the headers before Store();
unsigned char Store(); // Stores the message content for later.

// Here is a handy Queue mechanism for recovering failed patterns.

int QueueLength; // Queue Length (write position).
int QueuePosition; // Queue Read Position.
unsigned char Qbfr[DefunkerQueueSize]; // Queue Buffer.

void ClearQueue() { // Clear the queue.
memset(Qbfr,0,sizeof(Qbfr)); // Reset the buffer.
QueueLength = 0; // Zero the length.
QueuePosition = 0; // Zero the position.
}

unsigned char DeQueue() { // Empty the queue then back to DefunkRoot.
if(QueuePosition >= QueueLength) { // If the queue is empty then
ClearQueue(); // clear the queue,
Internal = &FilterChainDefunker::DefunkRoot; // go back to DefunkRoot mode,
return GetInternal(); // and return the next byte.
} // If the queue is not empty then
return Qbfr[QueuePosition++]; // return the next byte from the queue.
}

void EnQueue(unsigned char x) { // Add a byte to the queue.
if(QueueLength<DefunkerQueueSize) // If we are safely within the buffer
Qbfr[QueueLength++] = x; // then add this byte to the queue.
}

// These modes represent the Defunker pulling data out of it's
// stored copy so that it can be filtered and delivered to the scanner.
// These modes get turned on once the Empty exception is read from
// the underlying source.

unsigned char Preamble(); // Preamble - separates Defunked text.
unsigned char DefunkRoot(); // Root in Defunk mode.
unsigned char OpenTag(); // Open tag detected.
unsigned char OpenAmp(); // Open & tag.
unsigned char MatchBR(); // Matching <br>
unsigned char MatchP(); // Matching <p>
unsigned char MatchNBSP(); // Matching &nbps;
unsigned char SwitchAMPAPOS(); // Looking for AMP or APOS.
unsigned char MatchAMP(); // Matching &amp;
unsigned char MatchAPOS(); // Matching &apos;
unsigned char MatchLT(); // Matching &lt;
unsigned char MatchGT(); // Matching &gt;
unsigned char MatchQUOT(); // Matching &quot;
unsigned char EatTag(); // Eating an unknown tag.
unsigned char DecodeNum(); // Decoding &#...number...;

// Part of defunking is to convert all runs of whitespace into a single space.
// It also doubles as the master output function once we're out of Store() mode.

unsigned char SpaceConvChart[256]; // Space conversion chart.
unsigned char LastReadOut; // Last ReadOut byte (for deduping spaces).
unsigned char ReadOut(); // Read out the store through the filter.

unsigned char LastGetStore; // Last GetStore byte (for EatTag).
unsigned char GetStore(); // Read a byte from the store.

// Here is a handy pattern match function for eliminating some tags.

bool MatchTagPattern(const char* pattern) { // Matches pattern. True if matched.
int pos = 2; // Now on the third byte (index 2).
while(pattern[pos]){ // While we have more bytes to match
unsigned char x = GetStore(); // grab the next byte.

// Special case - HTML tag with a space as in <p stuff>

if(x==' ' && pattern[pos]=='>') { // If we have a tag with parameters.
pos++; // Move pos forward to it's null.
while(GetStore()!='>')continue; // Eat up to the > and then
break; // we are done.
}

// In the normal case follow the pattern.

if(tolower(x)!=pattern[pos]) break; // If we fell off then stop.
pos++; // If we didn't break move ahead.
}

// At this point we are either at the null in our pattern or we did not match.

if(pattern[pos]) { return false; } // If we're not at the end then no match.

return true; // Otherwise we do have a match :-)
}

// These are the function pointers that map the current state of this object.

unsigned char (FilterChainDefunker::*Master)(); // Master function for GetByte()
unsigned char (FilterChainDefunker::*Internal)(); // Internal function for GetByte()

public:

unsigned char GetByte() { // Overload the main fn().
return (*this.*Master)(); // Call the master function.
}

unsigned char GetInternal() { // Internal state machine get.
return (*this.*Internal)(); // Call the internal function.
}

FilterChainDefunker(FilterChain* S) // Sourced constructor...
:FilterChain(S), // Call the base constructor.
InputPosition(0), // Reset both position pointers.
OutputPosition(0),
LastRawByte(0),
LastReadOut(0),
LastGetStore(0),
Master(&FilterChainDefunker::SkipHeaders), // Set the initial external and
Internal(&FilterChainDefunker::Preamble) { // internal states.

ClearQueue(); // Clear the queue;

memset(StoreBuffer,0,sizeof(StoreBuffer)); // Clear the store buffer.

for(int i=0;i<256;i++) SpaceConvChart[i]=i; // Initialize the chart.
SpaceConvChart[(int)'\r']=' '; // Convert <CR> to space.
SpaceConvChart[(int)'\n']=' '; // Convert <LF> to space.
SpaceConvChart[(int)'\t']=' '; // Convert Tab to space.
}

FilterChainDefunker() { // Don't allow any
throw BadSource("FilterChainDefunker: Source required"); // null constructors.
}

};

// FilterChainUrlDecode
// This module removes any unnecessary URL encoding within an <a...> tag. The
// cleaned up version (if different) is emitted immediately after the original
// <a...> tag so that both versions can be interpreted by the pattern scanner.
// This is designed to eliminate common obfuscation techniques.

const int UrlDecodeBfrSize = 256; // Decode Buffer Size.

class FilterChainUrlDecode : public FilterChain {

private:

unsigned char DecodeBfr[UrlDecodeBfrSize]; // Decoded anchor buffer.
unsigned int DecodeLength; // Decoded anchor length.
unsigned int DecodePosition; // Read (Inject) Position.
bool DecodeFlag; // True if the URL was decoded.

void Clear() { // Function to clear the bfr.
memset(DecodeBfr,0,sizeof(DecodeBfr)); // Null it out and set
DecodeLength = 0; // the length to zero.
DecodePosition = 0; // Reset the Read position.
DecodeFlag = false; // Reset the Decode Flag.
}

void AddToBfr(unsigned char c) { // Safely add to our buffer.
if(DecodeLength < sizeof(DecodeBfr)-1) // If we have more room then
DecodeBfr[DecodeLength++] = c; // write the incoming byte.
}

unsigned char (FilterChainUrlDecode::*Internal)(); // Internal State Fn

bool isHexDigit(unsigned char i); // Is i a hex digit?
int convertHexDigit(unsigned char i); // Convert a single hex digit.
unsigned char convertHexByte(unsigned char* x); // Convert a hex byte.

// Here are the states of the UrlDecode module...

unsigned char Bypass(); // Bypass - waiting for '<'
unsigned char Tag(); // Looks for an 'a' or 'i' after '<'
unsigned char Img1(); // Looks for 'm' in <img
unsigned char Img2(); // Looks for 'g' in <img
unsigned char Root(); // Root state of the decode FSM.
unsigned char GetD1(); // Decoding step one.
unsigned char GetD2(); // Decoding step two.
unsigned char Inject(); // Injects the bfr into the stream.

public:

unsigned char GetByte() { // Overload the main fn().
return (*this.*Internal)(); // Call the Internal function.
}

FilterChainUrlDecode(FilterChain* S) // Sourced constructor...
:FilterChain(S), // Call the base constructor.
Internal(&FilterChainUrlDecode::Bypass) { // Set ByPass mode.
Clear(); // Clear the system.
}

FilterChainUrlDecode() { // Don't allow any
throw BadSource("FilterChainUrlDecode: Source required"); // null constructors.
}

};

// FilterChainHeaderAnalysis (and friends)
// Performs header anomaly analysis and IP extraction and analysis.
// IP Analysis is peformed via a provided class that implements the IPTester
// interface. An IP is provided to the IPTester as a [#.#.#.#] string. The
// IPTester may respond with information to be emitted into the headers for
// the pattern matching engine based on those results --- or not ;-)

class FilterChainIPTester {
public:
virtual string& test(string& input, string& output) = 0;
};

// The supplied test() function accepts the input string and returns the
// output string. If desired, the output string can be modified to include
// data from the tests that will be emitted into the data stream for the
// pattern analysis engine to see. Otherwise, the output string should
// remain blank. The test() function _should_ be thread safe -- that is why
// we pass it both input and output ;-)
//
// The provided tester may have any side-effects that are desired.

class FilterChainHeaderAnalysis : public FilterChain {

private:

unsigned char (FilterChainHeaderAnalysis::*Mode)(); // Internal State Fn Pointer (What Mode)
FilterChainIPTester& IPTester; // This is the IP tester we use.
string IPToTest; // String to capture IPs for testing.
string IPTestResult; // String to receive IPtest results.

// Header analysis output state...

string EndOfHeaderResults; // String to capture EndOfHeaderResults.

// OutputIndex and OutputLength are used to inject string data.
// These are used to inject IPTestResult data and Header Analysis data.

char* OutputBuffer; // Pointer to output injection string.
int OutputIndex; // End of header output results index.
void SetOutputBuffer(string& s); // Setup the OutputBuffer.
unsigned char doInjectIPTestResult(); // Inject OutputBuffer and go to doSeekNL.
unsigned char doInjectAnalysis(); // Inject OutputBuffer and go to doOff.

// Header seek pattern state...
// These tools work to follow patterns for header tags.
// SetFollowPattern resets the engine and establishes the pattern to follow.
// FollowPattern checks c against the next byte in the pattern.
// -1 = The pattern failed.
// 1 = The pattern was followed.
// 0 = The pattern is complete.

const char* MatchPattern; // Current pattern to match.
int MatchIndex; // Pattern match following index.
void SetFollowPattern(const char* p) { MatchPattern = p; MatchIndex = 0; } // Set the pattern to follow.
int FollowPattern(char c); // Follow the pattern.

//// Internal modes for this module...

unsigned char doSeekNL(); // Looking for a new line.
unsigned char doSeekDispatch(); // Looking at the first char after NL.
unsigned char doReceived(); // Identifying a Received: header.
unsigned char doFindIP(); // Seeking the [IP] in a Received header.
unsigned char doTestIP(); // Gets and tests the [IP].
unsigned char doFrom(); // Identifying a From: header.
unsigned char doTo(); // Identifying a To: header.
unsigned char doCC(); // Identifying a CC: header.
unsigned char doMessageID(); // Identifying a MessageID header.
unsigned char doDate(); // Identifying a Date: header.
unsigned char doSubject(); // Identifying a Subject: header.
unsigned char doEndOfHeaders(); // IdentifyEndOfHeaders & Emit Results.

unsigned char doOff() { return FilterChain::GetByte(); } // Bypass mode.

bool FoundFrom; // True if From: was found.
bool FoundTo; // True if To: was found.
bool FoundCC; // True if CC: was found.
bool FoundMessageID; // True if Message-ID: was found.
bool FoundDate; // True if Date: was found.
bool FoundSubject; // True if Subject: was found.
bool FoundHighBitCharacters; // True if high bit characters were found.

unsigned char GetCheckedByte() { // Internal GetByte & check for high bits.
unsigned char x = FilterChain::GetByte(); // Get the byte from up the chain.
if(0 < (x & 0x80)) { // Check for a high bit byte (non-ascii).
FoundHighBitCharacters = true; // If it is found then set the flag.
} // If not then at least we checked ;-)
return x; // Return the byte.
}

public:

unsigned char GetByte() { // Overload the main fn().
return (*this.*Mode)(); // Call the Internal function for this mode.
}

FilterChainHeaderAnalysis(FilterChain* S, FilterChainIPTester& T) : // Construct with the chain and a tester.
FilterChain(S), // Capture the chain.
Mode(&FilterChainHeaderAnalysis::doSeekDispatch), // Start in SeekDispatch() mode
IPTester(T), // Capture the tester.
IPToTest(""), // IPToTest and
IPTestResult(""), // IPTestResult are both empty to start.
FoundFrom(false), // Set all of the "found" bits to false.
FoundTo(false),
FoundCC(false),
FoundMessageID(false),
FoundDate(false),
FoundSubject(false),
FoundHighBitCharacters(false) {
} // -- first byte of a new line ;-)

bool MissingFrom() { return (!FoundFrom); } // True if missing From header.
bool MissingTo() { return (!FoundTo); } // True if missing To header.
bool MissingCC() { return (!FoundCC); } // True if missing CC header.
bool MissingSubject() { return (!FoundSubject); } // True if missing Subject header.
bool MissingDate() { return (!FoundDate); } // True if missing Date header.
bool MissingMessageID() { return (!FoundDate); } // True if missing MessageID header.
bool HighBitCharacters() { return (FoundHighBitCharacters); } // True if High bit characters were found.

};

#endif

+ 0
- 816
SNFMulti/GBUdb.cpp Näytä tiedosto

@@ -1,816 +0,0 @@
// GBUdb.cpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// See GBUdb.hpp for details.

#include <iostream>
#include <fstream>
#include <cstring>
#include <unistd.h>
#include "GBUdb.hpp"

using namespace std;

//// Handy utilities...

//// GBUdbDataset implementations //////////////////////////////////////////////

GBUdbDataset::~GBUdbDataset() { // Shutdown a dataset.
if(NULL != DataArray) { // If the DataArray was allocated
delete[] DataArray; // be sure to delete it and
DataArray = NULL; // NULL it's pointer.
}
MyArraySize = 0; // For safety set the size to zero
MyFileName = ""; // and "" the name.
}

GBUdbDataset::GBUdbDataset(const char* SetFileName) : // Open/Create a dataset.
DataArray(NULL), // The array pointer starts as NULL.
MyArraySize(0) { // And the size is zero.
FileName(SetFileName); // Set the file name if provided.
if(0 != MyFileName.length() && (0 == access(MyFileName.c_str(),F_OK))) { // If a file name was provided and exists
load(); // then read the file from disk.
} else { // If the file name was not provided
DataArray = new GBUdbRecord[GBUdbDefaultArraySize]; // then allocate a new Array of
MyArraySize = GBUdbDefaultArraySize; // the default size.
DataArray[ixNextFreeNode()].RawData = // The first new node is the one
GBUdbRootNodeOffset + GBUdbRecordsPerNode; // right after the root node.
DataArray[ixMatchListRoot()].RawData = // Once that's up we can use it to
newMatchNodeRoot(); // allocate the first MatchNode.
}
}

GBUdbDataset::GBUdbDataset(GBUdbDataset& Original) : // Copy constructor.
DataArray(NULL), // The array pointer starts as NULL.
MyArraySize(Original.MyArraySize), // Copy the ArraySize
MyFileName(Original.MyFileName) { // Copy the name pointer.
DataArray = new GBUdbRecord[MyArraySize]; // Allocate a new Array.
memcpy(DataArray, Original.DataArray, sizeof(GBUdbRecord) * MyArraySize); // Copy the data wholesale.
}

const char* GBUdbDataset::FileName(const char* NewName) { // (Re) Set the file name.
MyFileName = ""; // Delete any previous file name.
if(NULL != NewName) { // If we've been given a non-null cstring
MyFileName = NewName; // capture it as our file name.
}
return MyFileName.c_str(); // Return our new FileName.
}

//// During the read, it is safe to plow through the array without
//// checking because any unknown entry points to the zero node and
//// all zero node entries point to the zero node. The read-only
//// method does not add new nodes.

GBUdbRecord& GBUdbDataset::readRecord(unsigned int IP) { // Read a record.
IP = remapIP00toFF(IP); // Make the IP safe for consumption.
int a0, a1, a2, a3; // We will break the IP into 4 octets.
unsigned int xIP = IP; // Grab a copy of IP to maniuplate.
const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
const int BitsInOneOctet = 8; // Number of bits to shift per octet.
a3 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
a2 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
a1 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
a0 = xIP & LowOctetMask; // Grab the final octet.
GBUdbIndex RecordIndex = GBUdbRootNodeOffset; // Starting at the root node, follow...
RecordIndex = DataArray[RecordIndex + a0].Index(); // Follow the node then
if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
if(isMatch(RecordIndex, IP)) { return MatchedData(RecordIndex); } // If we have an exact match we're done!
else { return SafeUnknownRecord(); } // If we have a mismatch we are lost...
}
RecordIndex = DataArray[RecordIndex + a1].Index(); // Follow the node then
if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
if(isMatch(RecordIndex, IP)) { return MatchedData(RecordIndex); } // If we have an exact match we're done!
else { return SafeUnknownRecord(); } // If we have a mismatch we are lost...
}
RecordIndex = DataArray[RecordIndex + a2].Index(); // Follow the node. No more match checks.
if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
if(isMatch(RecordIndex, IP)) { return MatchedData(RecordIndex); } // If we have an exact match we're done!
else { return SafeUnknownRecord(); } // If we have a mismatch we are lost...
}
return DataArray[RecordIndex + a3]; // Final node has our data :-)
}

//// dropRecord()
//// This code is essentially a hack of the readRecord() code. If it finds
//// the record it will return true, mark the record as GBUdbUnknown, reduce
//// the IP count, and de-allocate the Match record. Records stored in nodes
//// are set to GBUdbUnknown and the node is left in place - otherwise repeated
//// add and drop operations would lead to leaking all nodes into the match
//// record allocation space. (Node allocation is not a linked list ;-)

bool GBUdbDataset::dropRecord(unsigned int IP) { // Drop an IP record.
IP = remapIP00toFF(IP); // Make the IP safe for consumption.
int a0, a1, a2, a3; // We will break the IP into 4 octets.
unsigned int xIP = IP; // Grab a copy of IP to maniuplate.
const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
const int BitsInOneOctet = 8; // Number of bits to shift per octet.
a3 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
a2 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
a1 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
a0 = xIP & LowOctetMask; // Grab the final octet.
GBUdbIndex RecordIndex = GBUdbRootNodeOffset; // Starting at the root node, follow...
GBUdbIndex Node0Index = GBUdbRootNodeOffset; // Keep track of our previous nodes.
GBUdbIndex Node1Index = 0; // This node not set yet.
GBUdbIndex Node2Index = 0; // This node not set yet.
GBUdbIndex Node3Index = 0; // This node not set yet.

RecordIndex = DataArray[Node0Index + a0].Index(); // Follow the node then
if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
if(isMatch(RecordIndex, IP)) { // If we have an exact match we proceed:
MatchedData(RecordIndex).RawData = GBUdbUnknown; // Set the data in the match to unknown.
DataArray[Node0Index + a0].Index(GBUdbUnknown); // Remove the reference to the match record.
deleteMatchAt(RecordIndex); // Reclaim the match record for re-use.
decreaseIPCount(); // Reduce the IP count.
return true; // Return that we were successful.
} else { return false; } // If we have a mismatch we cannot delete.
} else { // If this was a Node link then
Node1Index = RecordIndex; // capture the node root and get ready
} // to follow the next node.

RecordIndex = DataArray[Node1Index + a1].Index(); // Follow the node then
if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
if(isMatch(RecordIndex, IP)) { // If we have an exact match we proceed:
MatchedData(RecordIndex).RawData = GBUdbUnknown; // Set the data in the match to unknown.
DataArray[Node1Index + a1].Index(GBUdbUnknown); // Remove the reference to the match record.
deleteMatchAt(RecordIndex); // Reclaim the match record for re-use.
decreaseIPCount(); // Reduce the IP count.
return true; // Return that we were successful.
} else { return false; } // If we have a mismatch we cannot delete.
} else { // If this was a Node link then
Node2Index = RecordIndex; // capture the node root and get ready
} // to follow the next node.

RecordIndex = DataArray[Node2Index + a2].Index(); // Follow the node then
if(isMatch(RecordIndex)) { // Check for a shortcut (match record).
if(isMatch(RecordIndex, IP)) { // If we have an exact match we proceed:
MatchedData(RecordIndex).RawData = GBUdbUnknown; // Set the data in the match to unknown.
DataArray[Node2Index + a2].Index(GBUdbUnknown); // Remove the reference to the match record.
deleteMatchAt(RecordIndex); // Reclaim the match record for re-use.
decreaseIPCount(); // Reduce the IP count.
return true; // Return that we were successful.
} else { return false; } // If we have a mismatch we cannot delete.
} else { // If this was a Node link then
Node3Index = RecordIndex; // capture the node root and get ready
} // to follow the next node.

RecordIndex = Node3Index + a3; // Follow the node.
if(GBUdbUnknown != DataArray[RecordIndex].RawData) { // If there is data there then
DataArray[RecordIndex].RawData = GBUdbUnknown; // mark the entry as unknown,
decreaseIPCount(); // decrease the IP count
return true; // and return true.
} // If we got all the way to the end and
return false; // didn't find a match then return false.
}

/* Ahhh, the simple life. In a single mode lightning index, each key
** octet lives in a node, so when you grow a new path you either follow
** existing nodes or make new ones. We're not doing that here, but as
** a reference here is how that is usually handled:
**
GBUdbIndex GBUdbDataset::invokeAt(GBUdbRecord& R) { // Invoke at Record.
if(GBUdbUnknown == R.RawData) { // If the record does not point to a
R.Index(newNodeRoot()); // node then give it a new node.
} // If the record already has a node
return R.Index(); // or we gave it one, then follow it.
}
*/

//// Little helper function for invokeAt()

int getOctet(int Octet, unsigned int IP) { // Returns Octet number Octet from IP.
const int BitsInOneOctet = 8; // Number of bits to shift per octet.
const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
int BitsToShift = 0; // Assume we want a3 but
switch(Octet) { // If we don't, use this handy switch.
case 0: { BitsToShift = 3 * BitsInOneOctet; break; } // For octet 0, shift out 3 octets.
case 1: { BitsToShift = 2 * BitsInOneOctet; break; } // For octet 1, shift out 2 octets.
case 2: { BitsToShift = 1 * BitsInOneOctet; break; } // For octet 2, shift out 1 octets.
} // For octet 3, shift none more octets.
if(0 < BitsToShift) { // If we have bits to shift then
IP >>= BitsToShift; // shift them.
}
return (IP & LowOctetMask); // Exctract the octet at the bottom.
}

//// invokeAt() is a helper function that encapsulates the work of growing new
//// pathways. There are several cases to handle in a bimodal indexing scheme
//// since sometimes you extend new nodes (as commented out above), and some-
//// times you create MatchRecords, and sometimes you have collisions and
//// have to extend previous matches.... or not. All of that will become clear
//// shortly ;-) The good news is that at least invokeAt() is always supposed
//// to return the next place to go --- that is, you never get lost because if
//// the next step in the path does not exist yet then you create it.

GBUdbIndex GBUdbDataset::invokeAt(GBUdbRecord& R, unsigned int IP, int Octet, bool ExtendMatches) {

// R is either known (goes somewhere) or unknown (we would be lost).
// IF R is UNNKOWN then we ...
//// create a match and return it. (No conflict, no extension, no extra node :-)
//**** We got out of that one so we're back at the root level.

if(GBUdbUnknown == R.RawData) {
R.Index(newMatchRecord(IP));
return R.Index();
}

// ELSE R is KNOWN then it either points to a MatchRecord or a Node.
//// IF R points to a Node then we will simply follow it.
//**** We got out of that one so we're back at the root level.

if(!isMatch(R.Index())) {
return R.Index();
}

// ELSE R points to a MatchRecord then we get more complex.
//// IF the MatchRecord matches our IP then we simply follow it.
//**** We got out of that one so we're back at the root level.

if(isMatch(R.Index(),IP)) {
return R.Index();
}

// ELSE the MatchRecord does not match then we get more complex again...
//// IF we are Extending Matches then we...
////// create a new node
////// push the existing match onto the new node
////// and create a new match for the new IP on that node.
////// since we already have the solution we return the new match node index (skip a step).
//**** We got out of that one so we're back at the root level.

if(ExtendMatches) { // If we are extending matches
GBUdbIndex I = newNodeRoot(); // we create a new node.
int NewSlotForCurrentMatch = // Locate the slot in that node where
getOctet( // the current match should reside
Octet + 1, // based on the octet after this one
DataArray[R.Index()] // by extracting that octet from
.RawData); // the MatchReord header.
// Then we put the current match into
DataArray[I + NewSlotForCurrentMatch].Index(R.Index()); // the correct slot on the new node,
return R.Index(I); // point the current slot to that node
} // and return the node to be followed.

// ELSE we are NOT Extending Matches then we...
// ** KNOW that we are adding node a3 and dealing with the final octet **
//// create a new node
//// map the existing match data into the new node.
//// delete the existing match (for reallocation). deleteMatchAt(GBUdbIndex I)
//// map the new IP into the new node.

GBUdbIndex I = newNodeRoot(); // Create a new node.
int NewSlotForCurrentMatch = // Locate the slot in that node where
getOctet( // the current match should reside
Octet + 1, // based on the octet after this one
DataArray[R.Index()] // by extracting that octet from
.RawData); // the MatchReord header.

if(ExtendMatches) { // If we are extending matches...
// then we put the current match into
DataArray[I + NewSlotForCurrentMatch].Index(R.Index()); // the correct slot on the new node.

} else { // If we are not extending matches...
// then we must be at the end node so
DataArray[I + NewSlotForCurrentMatch].RawData = // we copy in the data from
MatchedData(R.Index()).RawData; // the current MatchRecord,
deleteMatchAt(R.Index()); // and return the MatchRecord for re-use.
}

return R.Index(I); // Point the current slot to new node
} // and return that node index to follow.

//// The "invoke" method creates all of the needed nodes starting
//// at any point where an "unwknown" entry is found.

GBUdbRecord& GBUdbDataset::invokeRecord(unsigned int IP) { // Invoke a record.
if(FreeNodes() < GBUdbGrowthThreshold) grow(); // If we need more space, make more.
IP = remapIP00toFF(IP); // Make the IP safe for consumption.
int a0, a1, a2, a3; // We will break the IP into 4 octets.
unsigned int xIP = IP; // Grab a copy of IP to maniuplate.
const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
const bool Extend = true; // Magic number for extending Matches.
const bool DoNotExtend = false; // Magic number for NOT extending them.
const int BitsInOneOctet = 8; // Number of bits to shift per octet.
a3 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
a2 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
a1 = xIP & LowOctetMask; xIP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
a0 = xIP & LowOctetMask; // Grab the final octet.
GBUdbIndex RecordIndex = GBUdbRootNodeOffset; // Starting at the root node,
RecordIndex = invokeAt(DataArray[RecordIndex + a0], IP, 0, Extend); // Invoke w/ possible match outcome.
if(isMatch(RecordIndex, IP)) { // If this resulted in a match
GBUdbRecord& Result = MatchedData(RecordIndex); // then we will grab the match data
increaseIPCountIfNew(Result); // and increase the IP count if it's new.
return Result; // Then we return the result. Done!
}
RecordIndex = invokeAt(DataArray[RecordIndex + a1], IP, 1, Extend); // Invode w/ possible match outcome.
if(isMatch(RecordIndex, IP)) { // If this resulted in a match
GBUdbRecord& Result = MatchedData(RecordIndex); // then we will grab the match data
increaseIPCountIfNew(Result); // and increase the IP count if it's new.
return Result; // Then we return the result. Done!
}
RecordIndex = invokeAt(DataArray[RecordIndex + a2], IP, 2, DoNotExtend); // Invode w/ possible match outcome.
if(isMatch(RecordIndex, IP)) { // If this resulted in a match
GBUdbRecord& Result = MatchedData(RecordIndex); // then we will grab the match data
increaseIPCountIfNew(Result); // and increase the IP count if it's new.
return Result; // Then we return the result. Done!
}
GBUdbRecord& Result = DataArray[RecordIndex + a3]; // Grab the record at the final node.
increaseIPCountIfNew(Result); // If new, increase the IP count.
return Result; // Return the record.
}

void GBUdbDataset::save() { // Flush the GBUdb to disk.
string TempFileName = MyFileName + ".tmp"; // Calculate temp and
string BackFileName = MyFileName + ".bak"; // backup file names.
ofstream dbFile; // Grab a file for writing.
dbFile.open(TempFileName.c_str(), ios::out | ios::binary | ios::trunc); // Open the file and truncate if present.
dbFile.write((char*)DataArray, sizeof(GBUdbRecord) * MyArraySize); // Write our array into the file.
bool AllOK = dbFile.good(); // Are we happy with this?
dbFile.close(); // Close the file when done to be nice.
if(AllOK) { // If everything appears to be ok
unlink(BackFileName.c_str()); // Delete any old backup file we have
rename(MyFileName.c_str(), BackFileName.c_str()); // and make the current file a backup.
rename(TempFileName.c_str(), MyFileName.c_str()); // Then make our new file current.
}
}
const RuntimeCheck SaneFileSizeCheck("GBUdbDataset::load():SaneFileSizeCheck(SaneGBUdbFileSizeLimit <= FileSize)");

void GBUdbDataset::load() { // Read the GBUdb from disk.

ifstream dbFile; // Grab a file for reading.
dbFile.open(MyFileName.c_str(), ios::in | ios::binary); // Open the file with the name we have.
dbFile.seekg(0, ios::end); // Go to the end of the
int FileSize = dbFile.tellg(); // file and back so we can
dbFile.seekg(0, ios::beg); // determine it's size.

int SaneGBUdbFileSizeLimit = (GBUdbDefaultArraySize * sizeof(GBUdbRecord)); // What is a sane size limit?
SaneFileSizeCheck(SaneGBUdbFileSizeLimit <= FileSize); // File size sanity check.

int NewArraySize = FileSize / sizeof(GBUdbRecord); // How many records in this file?

if(NULL != DataArray) { // If we have an array loaded then
delete[] DataArray; // delete the array,
DataArray = NULL; // NULL it's pointer,
MyArraySize = 0; // and zero it's size.
}

DataArray = new GBUdbRecord[NewArraySize]; // Allocate an array of the proper size
MyArraySize = NewArraySize; // set the local size variable
dbFile.read((char*)DataArray,FileSize); // and read the file into the array.
dbFile.close(); // Close when done to be nice.
}

void GBUdbDataset::grow(int HowManyNodes) { // Grow the DataArray.
int NewArraySize = MyArraySize + (HowManyNodes * GBUdbRecordsPerNode); // Calcualte the new array size.
GBUdbRecord* NewDataArray = new GBUdbRecord[NewArraySize]; // Allocate the new array.
int OldArrayLessControl = MyArraySize + GBUdbControlNodeOffset; // Include all records but no control.
memcpy(NewDataArray, DataArray, sizeof(GBUdbRecord) * OldArrayLessControl); // Copy the old data to the new array.
for( // Loop through the control nodes...
int o = MyArraySize + GBUdbControlNodeOffset, // o = old node index
n = NewArraySize + GBUdbControlNodeOffset, // n = new node index
c = GBUdbRecordsPerNode; // c = the record count (how many to do).
c > 0; // For until we run out of records,
c--) { // decrementing the count each time,
NewDataArray[n].RawData = DataArray[o].RawData;n++;o++; // Copy the old control data.
}
delete[] DataArray; // Delete the old data array.
DataArray = NewDataArray; // Swap in the new data array.
MyArraySize = NewArraySize; // Correct the size value.
}

GBUdbIndex GBUdbDataset::newMatchRecord(unsigned int IP) { // Allocate a new Match record for IP.
GBUdbIndex I = DataArray[ixMatchListRoot()].RawData; // Grab the root unused Match Record index.
GBUdbRecord& R = DataArray[I]; // Grab the record itself and inspect it.
if((R.RawData & GBUdbFlagsMask) != GBUdbMatchUnusedBit) { // Check that this looks like an
throw MatchAllocationCorrupted(); // unused match record and if not throw!
} // If all is well then lets proceed.

//// First, let's heal the linked list for future allocations.

if(GBUdbMatchUnusedBit == R.RawData) { // If the match record we are on is
DataArray[ixMatchListRoot()].RawData = // the last in the list then allocate
newMatchNodeRoot(); // a new MatchListNode for the next
} else { // allocation. However, if there are
DataArray[ixMatchListRoot()].RawData = // more records left in the list then
(R.RawData & GBUdbMatchDataMask); // set up the next node for the next
} // allocation.

//// Once that's done we can use the record we have for real data.

R.RawData = EncodedMatch(IP); // Encode the match record for the IP.

return I; // Return the match record's index.
}

GBUdbIndex GBUdbDataset::newMatchNodeRoot() { // Allocate a new Match node.
GBUdbIndex I = newNodeRoot(); // Grab a new node to convert.
int iLastMatch = GBUdbRecordsPerNode - 2; // Calc the localized i for last match.
for(int i = 0; i < iLastMatch; i+=2) { // Loop through the node
DataArray[I+i].RawData = GBUdbMatchUnusedBit | (I+i+2); // Build a linked list of Unused Match
DataArray[I+i+1].RawData = GBUdbUnknown; // records with empty data.
}
DataArray[I+iLastMatch].RawData = GBUdbMatchUnusedBit; // The last record gets a NULL index
DataArray[I+iLastMatch+1].RawData = GBUdbUnknown; // and null data to terminate the list.
return I; // Return the root index.
}

// doForAllRecords()
// This method uses a recursive call to doAllAtNode()
// doAllAtNode sweeps through each record in a node and processes any
// node entries through the next level (calling itself) or directly if
// the node is node3, or if it's pointing to a match record.

void GBUdbDataset::updateWorkingIP(unsigned int& WIP, int OctetValue, int Level) { // Update the Working IP (WIP) at octet Level
switch(Level) {
case 0: { // For the node zero address,
WIP = WIP & 0x00FFFFFF; // Mask out the node zero bits.
OctetValue = OctetValue << 24; // Shift the octet value into position.
WIP = WIP | OctetValue; // Or the octet value bits into place.
break;
}
case 1: {
WIP = WIP & 0xFF00FFFF; // Mask out the node zero bits.
OctetValue = OctetValue << 16; // Shift the octet value into position.
WIP = WIP | OctetValue; // Or the octet value bits into place.
break;
}
case 2: {
WIP = WIP & 0xFFFF00FF; // Mask out the node zero bits.
OctetValue = OctetValue << 8; // Shift the octet value into position.
WIP = WIP | OctetValue; // Or the octet value bits into place.
break;
}
case 3: {
WIP = WIP & 0xFFFFFF00; // Mask out the node zero bits.
WIP = WIP | OctetValue; // Or the octet value bits into place.
break;
}
}
}

//// Note about doAllAtNode(). The x.x.x.0 address is skipped on purpose. This
//// is because all x.x.x.0 addresses are mapped to x.x.x.255. By skipping this
//// address and starting at x.x.x.1 in any search, we do not need to check for
//// x.x.x.0 ips that were remapped. They will simply appear at x.x.x.255.

void GBUdbDataset::doAllAtNode( // Recursively call O with all valid records.
GBUdbIndex I, // Input the node index.
GBUdbOperator& O, // Input the Operator to call.
int NodeLevel, // Input the NodeLevel.
unsigned int WIP // Input the working IP.
) {
int FirstI = (3 > NodeLevel) ? 0 : 1; // Skip any x.x.x.0 addresses.
for(int i = FirstI; i < GBUdbRecordsPerNode; i++) { // Loop through the slots in this node.
GBUdbIndex RecordIndex = DataArray[I + i].Index(); // Get the record index for this slot.
if(GBUdbUnknown != RecordIndex) { // Check that this slot is not empty.
updateWorkingIP(WIP, i, NodeLevel); // If we've got something then update the WIP.
if(3 > NodeLevel) { // If we are working in rootward nodes:
if(isMatch(RecordIndex)) { // Check for a match record. If we have one then
unsigned int MatchIP = WIP & 0xFF000000; // build the IP for the match from the root
MatchIP |= (DataArray[RecordIndex].RawData & 0x00FFFFFF); // of the WIP and the match IP data.
O(MatchIP, MatchedData(RecordIndex)); // Then call the operator with the matched data.
// If this slot is not a match record
} else { // then it is a node address so we will
doAllAtNode(RecordIndex, O, NodeLevel+1, WIP); // recurse to that node at a deeper level.
}
} else { // If we are working in the last node then
O(WIP, DataArray[I + i]); // call the Operator with this IP & Record.
} // All known data values in the last node are
} // actual data records after all.
}
}

void GBUdbDataset::doForAllRecords(GBUdbOperator& O) { // Call O for every valid record.
unsigned int WorkingIP = 0; // A working IP for all levels to use.
int NodeLevel = 0; // The Node level where we start.
doAllAtNode(GBUdbRootNodeOffset, O, NodeLevel, WorkingIP); // Start at the root node, level 0.
}

//// GBUdb Implementations /////////////////////////////////////////////////////

bool AlertFor(int count) { // True if an alert is needed.
return ( // We want an alert whenever a count
0x00000001 == count || // hits any of these thresholds. Each
0x00000002 == count || // threshold is a new bit position
0x00000004 == count || // indicating that the count has
0x00000008 == count || // achieved a new power of 2. This
0x00000010 == count || // mechanism insures that newer IPs
0x00000020 == count || // get lots of attention while long
0x00000040 == count || // standing IPs still get visited
0x00000080 == count || // from time to time as their activity
0x00000100 == count || // continues.
0x00000200 == count ||
0x00000400 == count ||
0x00000800 == count ||
0x00001000 == count ||
0x00002000 == count ||
0x00004000 == count
);
}

char* getTimestamp(char* TimestampBfr) { // Creates an ISO GMT timestamp.

time_t rawtime; // Get a timer and
tm * gmt; // a time structure.
time(&rawtime); // Grab the current time and
gmt=gmtime(&rawtime); // convert it to GMT.

sprintf(TimestampBfr,"%04d%02d%02d%02d%02d%02d", // Format yyyymmddhhmmss
gmt->tm_year+1900,
gmt->tm_mon+1,
gmt->tm_mday,
gmt->tm_hour,
gmt->tm_min,
gmt->tm_sec
);

return TimestampBfr;
}

char* getIPString(unsigned int IP, char* bfr) { // Converts an IP to a string.
int a0, a1, a2, a3; // We will break the IP into 4 octets.
const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
const int BitsInOneOctet = 8; // Number of bits to shift per octet.
a3 = IP & LowOctetMask; IP >>= BitsInOneOctet; // Grab the a3 octet and shift the IP.
a2 = IP & LowOctetMask; IP >>= BitsInOneOctet; // Grab the a2 octet and shift the IP.
a1 = IP & LowOctetMask; IP >>= BitsInOneOctet; // Grab the a1 octet and shift the IP.
a0 = IP & LowOctetMask; // Grab the final octet.
sprintf(bfr,"%d.%d.%d.%d",a0,a1,a2,a3);
return bfr;
}

void GBUdb::recordAlertFor(unsigned int IP, GBUdbRecord& R, unsigned int C) { // Record an alert event for R if needed.
if(AlertFor(C)) { // If an alert is needed at this level...
GBUdbAlert NewAlert; // Create a new alert record.
NewAlert.IP = IP; // Assign the IP.
NewAlert.R = R; // Assign the Record.
ScopeMutex JustMe(AlertsMutex); // Lock the alerts list mutex.
MyAlerts.push_back(NewAlert); // Add our new alert to the list.
}
}

GBUdbAlert::GBUdbAlert() : // Default constructor gets timestamp.
IP(0) { // IP to zero, R will init to zero
getTimestamp(UTC); // on it's own... Get timestamp.
}

string GBUdbAlert::toXML() { // Convert this alert to XML text
stringstream Alert; // We'll use a stringstream.

const char* FlagName = "ERROR"; // We will want the Flag as text.
switch(R.Flag()) { // Switch on the Flag() value.
case Good: { FlagName = "Good"; break; } // Convert each value to it's name.
case Bad: { FlagName = "Bad"; break; }
case Ugly: { FlagName = "Ugly"; break; }
case Ignore: { FlagName = "Ignore"; break; }
}

char IPStringBfr[20]; // We need a buffer for our IP.

Alert
<< "<gbu time=\'" << UTC // GBU alert + timestamp followed
<< "\' ip=\'" << getIPString(IP,IPStringBfr) // with the IP,
<< "\' t=\'" << FlagName // the type flag,
<< "\' b=\'" << R.Bad() // the bad count,
<< "\' g=\'" << R.Good() // and the good count.
<< "\'/>"; // That's the end.

return Alert.str(); // Return the string.
}

//// Alert import and export - for sharing data between nodes.

void GBUdb::GetAlerts(list<GBUdbAlert>& ListToFill) { // Get all current alerts & clear;
ListToFill.clear(); // Clear out the list to fill.
ScopeMutex JustMe(AlertsMutex); // Lock for a moment.
ListToFill = MyAlerts; // Copy our alerts to the new list.
MyAlerts.clear(); // Clear our alerts.
}

// In order to allow gbudb nodes to interact without swamping their individuality,
// the default mode for integrating thier data is to represent the remote peer's
// influence on a logarithmic scale.

unsigned int rescaleGBUdbCount(unsigned int C) { // Rescale count C for integration.
if(C < 0x00000001) { return 0; } else // Log2, really, .. the short way.
if(C < 0x00000002) { return 1; } else // How many significant bits are in
if(C < 0x00000004) { return 2; } else // the number. Put another way, what
if(C < 0x00000008) { return 3; } else // power of 2 is required to for
if(C < 0x00000010) { return 4; } else // this number.
if(C < 0x00000020) { return 5; } else
if(C < 0x00000040) { return 6; } else
if(C < 0x00000080) { return 7; } else
if(C < 0x00000100) { return 8; } else
if(C < 0x00000200) { return 9; } else
if(C < 0x00000400) { return 10; } else
if(C < 0x00000800) { return 11; } else
if(C < 0x00001000) { return 12; } else
if(C < 0x00002000) { return 13; } else
if(C < 0x00004000) { return 14; } else
return 15;
}

void GBUdb::ImportAlerts(list<GBUdbAlert>& PeerAlerts) { // Integrate peer alerts using log2.
list<GBUdbAlert>::iterator iA;
for(iA = PeerAlerts.begin(); iA != PeerAlerts.end(); iA++) { // Go through the list of PeerAlerts.
GBUdbRecord R = (*iA).R; // Grab the Record in this alert.
R.Bad(rescaleGBUdbCount(R.Bad())); // Adjust the bad and good counts
R.Good(rescaleGBUdbCount(R.Good())); // for integration.
adjustCounts((*iA).IP, R); // Adjust the local counts w/ R.
}
}

//// doForAllRecords
//// This method handles GBUdbOperators and their locking semantics.
//// For full dataset locking the mutex is acquired before calling the
//// dataset's doForAllRecords(). For record locking, the O passed to
//// this method is wrapped in a record locking shim (below) and that is
//// passed to the dataset. If None is selected then the Operator is
//// passed to the dataset as is -- assuming that the Operator will handle
//// it's own locking as needed.

class GBUdbRecordLockingShim : public GBUdbOperator { // Record locking shim for doForAllRecords.

private:

GBUdbOperator& MyOperator; // Reference the Operator we will be servicing.
Mutex& MyMutex; // Reference the Mutex for the GBUdb we are in.

public:

GBUdbRecordLockingShim(GBUdbOperator& O, Mutex M) : // On construction we grab our critical pieces.
MyOperator(O),
MyMutex(M) {
}

GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) { // When our operator() is called
ScopeMutex JustMe(MyMutex); // we lock the mutex in scope and
return MyOperator(IP, R); // call the Operator we're servicing.
} // When we leave scope we unlock (see above).
};

void GBUdb::doForAllRecords(GBUdbOperator& O, GBUdbLocking L) { // Calls O(IP, Record) w/Every record.
if(Dataset == L) { // If we are locking for the Dataset, then
ScopeMutex JustMe(MyMutex); // we will lock the mutex during this
MyDataset->doForAllRecords(O); // entire operation.
} else
if(Record == L) { // If we are locking per record then
GBUdbRecordLockingShim X(O, MyMutex); // we create a record locking shim instance
MyDataset->doForAllRecords(X); // and call O() through that.
} else { // If locking is NOT enabled, then
MyDataset->doForAllRecords(O); // we will call O() without any locking.
}
}

//// The saveSnapshot() method allows us to save a snapshot of our dataset
//// while keeping the mutex locked for as short a time as possible: Just long
//// enough to make a copy of the dataset in RAM.

void GBUdb::saveSnapshot() { // Saves a snapshot of the current db.
GBUdbDataset* Snapshot = NULL; // We need a pointer for our snapshot.
if(NULL == MyDataset) { // If we do not have a dataset to copy
return; // then we simply return.
} else { // If we do have a Dataset to copy...
ScopeMutex JustMe(MyMutex); // Lock the mutex and
Snapshot = new GBUdbDataset(*MyDataset); // make a copy in memory.
} // Then we can unlock the mutex.
Snapshot->save(); // Then outside the mutex we can save.
delete Snapshot; // Once saved we can delete the snapshot.
PostsCounter = 0; // Reset the posts counter.
}

//// reduce()
//// Using the doForAllRecords() functionality, this method reduces all counts
//// by 2 thus renormalizing all records at lower count values. Unknown flagged
//// records who's counts drop to zero will achieve the state GBUdbUnknown. As
//// such, those values would not be carried over in a compress() operation.

class ReduceAll : public GBUdbOperator { // To reduce the good and bad counts.
public:
GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) { // Given each record,
R.Good(R.Good() >> 1); // Reduce the Good count by half.
R.Bad(R.Bad() >> 1); // Reduce the Bad count by half.
return R; // Return the record.
}
} ReduceAllOperator;

void GBUdb::reduce() { // Reduce all counts by half.
doForAllRecords(ReduceAllOperator); // Call do for all records with the
} // ReduceAllOperator.

//// compress()
//// Using the doForAllRecords() functionality, this method creates a temporary
//// dataset, copies the existing data into that dataset except where the data
//// is GBUdbUnknown, and then swaps the new dataset in place of the old.

class CompressAll : public GBUdbOperator {
private:

GBUdbDataset* MyOldDataset; // Where do we find the old dataset.
GBUdbDataset* MyNewDataset; // Where do we store our new dataset.

int CountConverted;
int CountDropped;

public:

// Note - There is no destructor. It is expected that the calling function
// will extract the NewDataset and replace the OldDataset when the operation
// has been successful.

CompressAll(GBUdbDataset* OldDataset) : // Startup by
MyOldDataset(OldDataset), // Grabbing the old dataset,
MyNewDataset(NULL), // The new one isn't there yet.
CountConverted(0), // Converted and Dropped
CountDropped(0) { // Counts are zero.
MyNewDataset = new GBUdbDataset(NULL); // Allocate a new Dataset.
MyNewDataset->FileName(OldDataset->FileName()); // Set it's name the same as the old.
} // We don't want to Load() it that way ;-)

GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) { // The ForAll Operator goes like this...
if(GBUdbUnknown != R.RawData) { // If the record is not GBUdbUnknown then
MyNewDataset->invokeRecord(IP).RawData = R.RawData; // invoke it and copy it's data.
++CountConverted; // Increment the converted count.
} else { // If the record is GBUdbUnknown then
++CountDropped; // count it as dropped and forget it.
}
return R; // Return the record reference.
}

GBUdbDataset* Old() {return MyOldDataset;} // Here we can get our OldDataset pointer.
GBUdbDataset* New() {return MyNewDataset;} // Here we can get our NewDataset pointer.
int Converted() {return CountConverted;} // Here we can get the converted count.
int Dropped() {return CountDropped;} // Here we can get the dropped count.
};

void GBUdb::compress() { // Remove any unknown records (reduced to zero).
CompressAll BuildCompressedDataset(MyDataset); // Create a CompressAll operator for this dataset.
ScopeMutex Freeze(MyMutex); // Lock the mutex for the rest of this operation.
MyDataset->doForAllRecords(BuildCompressedDataset); // Copy all of the active data records.
MyDataset = BuildCompressedDataset.New(); // Put the new dataset in place.
delete BuildCompressedDataset.Old(); // Delete the old dataset.
} // All done, so we're unlocked.

int GBUdb::readIgnoreList(const char* FileName) { // setIgnore for a list of IPs
int IPCount = 0; // Keep track of the IPs we read.
try { // Capture any exceptions.
char IPLineBuffer[256]; // Create a line buffer.
ifstream ListFile(FileName, ios::in); // Open up the list file.
while(ListFile.good()) { // While we've got a good file (not eof)
memset(IPLineBuffer, 0, sizeof(IPLineBuffer)); // Clear the buffer.
ListFile.getline(IPLineBuffer, sizeof(IPLineBuffer)); // Read the line.

// Now we have an IP on a line (in theory). We will parse
// the ip and process any that parse correctly.
// First eat anything that's not a digit.

unsigned long IP = 0L; // We need an IP buffer.
char* cursor = IPLineBuffer; // Start on the first byte.

if('#' == *cursor) continue; // Lines that start with # are comments.

// First octet.

while(NULL!=cursor && !isdigit(*cursor)) ++cursor; // Eat any nondigits.
if(!isdigit(*cursor)) continue; // If it's not a digit skip this line.
if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
IP += atoi(cursor); IP <<= 8; // Grab the first int and shift it.
while(isdigit(*cursor)) ++cursor; // Eat those digits.
if('.'!=(*cursor)) continue; // If we don't find a dot skip this line.
++cursor; // If we do, skip the dot.

// Second octet.

if(!isdigit(*cursor)) continue; // If we're not at digit skip this line.
if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
IP += atoi(cursor); IP <<= 8; // Grab the octet and shift things left.
while(isdigit(*cursor)) ++cursor; // Eat those digits.
if('.'!=(*cursor)) continue; // If we don't find a dot skip this line.
++cursor; // If we do, skip the dot.

// Third octet.

if(!isdigit(*cursor)) continue; // If we're not at digit skip this line.
if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
IP += atoi(cursor); IP <<= 8; // Grab the octet and shift things left.
while(isdigit(*cursor)) ++cursor; // Eat those digits.
if('.'!=(*cursor)) continue; // If we don't find a dot skip this line.
++cursor; // If we do, skip the dot.

// Last octet.

if(!isdigit(*cursor)) continue; // If we're not at a digit skip this line.
if(255 < atoi(cursor)) continue; // If the octet is out of range skip!
IP += atoi(cursor); // Grab the octet. IP finished!

setIgnore(IP); // Set the IP to Ignore.
++IPCount; // Bump the IP count.

}
ListFile.close();
}
catch(...) { } // If we have an exception we stop.
return IPCount; // Always return the number of lines read.
}


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// GBUdb.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// Good, Bad, Ugly, Ignore IP database engine.

////////////////////////////////////////////////////////////////////////////////
// Include M_GBUdb Only Once

#ifndef M_GBUdb
#define M_GBUdb

#include "../CodeDweller/faults.hpp"
#include "../CodeDweller/threading.hpp"
#include <cmath>
#include <cctype>
#include <string>
#include <sstream>
#include <list>
#include <cstdlib>
#include <ctime>

using namespace std;

const unsigned int GBUdbFlagsMask = 0xC0000000; // Top 2 bits are the flag.
const unsigned int GBUdbIgnore = 0xC0000000; // Ignore is the 11 flag.
const unsigned int GBUdbUgly = 0x00000000; // Ugly/Unknown is the 00 flag.
const unsigned int GBUdbGood = 0x80000000; // Good is the 10 flag.
const unsigned int GBUdbBad = 0x40000000; // Bad is the 01 flag.
const unsigned int GBUdbGoodMask = 0x3FFF8000; // The good count is masked in this range.
const unsigned int GBUdbBadMask = 0x00007FFF; // Tha bad count is masked here.
const unsigned int GBUdbLimit = GBUdbBadMask; // When a count hits this, normalize in half.
const unsigned int GBUdbGoodShift = 15; // Shift good counts this many bits.

const unsigned int GBUdbMatchEntryBit = 0x80000000; // Match entry Index bit.
const unsigned int GBUdbMatchUnusedBit = 0x40000000; // Unalocated Match entry Index bit.
const unsigned int GBUdbMatchDataMask = 0x3fffffff; // IP Match data mask.

enum GBUdbFlag { // A type for the GBUdb flag.
Ignore = GBUdbIgnore, // Ignore
Ugly = GBUdbUgly, // Ugly
Good = GBUdbGood, // Good
Bad = GBUdbBad // Bad
};

//// GBUdbLocking semantics
//// When doForAllRecords() is called at the GBUdb level, we need to know how
//// the GBUdb mutex should be handled.

enum GBUdbLocking { // A type that describes locking semantics.
Dataset, // Lock the through the entire operation.
Record, // Lock and unlock for each record.
None // Do not lock.
};

typedef unsigned int GBUdbIndex; // A type for Index values from records.
const GBUdbIndex GBUdbUnknown = 0x00000000; // The unknown address.

const int GBUdbRecordsPerNode = 256; // Records per node.
const int GBUdbDefaultGrowNodes = 8192; // Default Nodes to grow.
const int GBUdbDefaultArraySize = GBUdbRecordsPerNode * GBUdbDefaultGrowNodes; // Default initial Array size.
const int GBUdbRootNodeOffset = 256; // First indexing node after node 0.
const int GBUdbGrowthThreshold = 4; // Time to grow at this # free nodes.

//// Node 0 is the go-nowhere node for when things fall off the index so it
//// is coded to all GBUdbUnknown.

//// The last node in the array is used for global statistics & allocation
//// tables.

const int GBUdbControlNodeOffset = -256; // Offset from end of data for control node.
const int GBUdbNextFreeNodeOffset = GBUdbControlNodeOffset + 0; // Offset for next free node index.
const int GBUdbMatchListOffset = GBUdbControlNodeOffset +1; // Offset for Match record allocation root.
const int GBUdbIPCountOffset = GBUdbControlNodeOffset + 2; // Offset for count of IPs in GBUdb.

// GBUdbRecord converts an ordinary unsigned long integer into a wealth of
// useful information just by adding a collection of useful tools.

class GBUdbRecord { // A GBUdb record is really just a
public: // long integer, but it can be interpreted
// lots of ways.
unsigned int RawData; // The raw unsigned int goes here.

GBUdbRecord(); // Initialize to zero.

GBUdbFlag Flag(); // This returns the flag.
GBUdbFlag Flag(GBUdbFlag f); // This sets and returns the flag.
unsigned int Good(); // This returns the good count.
unsigned int Good(unsigned int g); // This sets and returns the good count.
unsigned int Bad(); // This returns the bad count.
unsigned int Bad(unsigned int b); // This sets and returns the bad count.
unsigned int addGood(unsigned int g = 1); // This increments the good count.
unsigned int addBad(unsigned int b = 1); // This increments the bad count.
GBUdbRecord& integrate(GBUdbRecord& A, int LocalWeight, int RemoteWeight); // This integrates another record.

GBUdbIndex Index(); // This returns the record as an Index.
GBUdbIndex Index(GBUdbIndex i); // This sets the record as an index.

double Probability(); // Return +(bad) or -(good) probability.
double Confidence(); // Return the confidence based on samples.
};

// Special events need to be recorded. For that job we have GBUdbAlerts

const int UTCBufferSize = 16; // C string buffer size for UTC stamp.

class GBUdbAlert {
public:
GBUdbAlert(); // Constructor sets timestamp & nulls.
char UTC[UTCBufferSize]; // Time stamp for this alert.
unsigned int IP; // IP for this alert.
GBUdbRecord R; // GBUdbRecord for this alert.
string toXML(); // Convert to an xml representation.
};

// Mass update kinds of operations are handled by providing a functor
// of the type GBUdbOperator to the method doForAllRecords(). The functor is
// called with every record in the GBUdb.

//// Here is the virtual GBUdb Operator class.

class GBUdbOperator {
public:
virtual GBUdbRecord& operator()(unsigned int IP, GBUdbRecord& R) = 0;
};

// GBUdbDataset manages a large array of GBUdb records and nodes. Nodes are
// simulated data structures -- essentially arrays of GBUdbRecords that are
// interpreted as Indexes so that each byte of a particular IP can be used
// to follow the index through the tree to the final record that actually
// represents the IPs data.

// The last few records in the array are used to keep track of some basic
// statistics including where the next node will come from. As with the GBUdb
// record itself, it's all in how the data is interpreted. Using this strategy
// of converting plain-old integers into various data types on the fly allows
// us to allocate the entire structure as a single block and avoid much
// page swapping behind the scenes.

class GBUdbDataset {
private:
GBUdbRecord* DataArray; // Array of GBUdbRecords, nodes, etc.
int MyArraySize; // The size of the array in records.
string MyFileName; // CString for the file name.

GBUdbIndex ixIPCount(); // Index of the IP count for this db.
GBUdbIndex ixNextFreeNode(); // Index of the Next Free Node Index.
GBUdbIndex ixMatchListRoot(); // Index of the Match List Root Index.
GBUdbIndex newMatchRecord(unsigned int IP); // Allocate a new Match record for IP.
GBUdbIndex newMatchNodeRoot(); // Allocate a new Match node.
GBUdbIndex newNodeRoot(); // Allocates a new node, returns offset.
void deleteMatchAt(GBUdbIndex I); // Recall match record at I for reuse.

// invokeAt() Handles invocation at each node/octet using and managing MatchRecords as needed.

GBUdbIndex invokeAt(GBUdbRecord& R, unsigned int IP, int Octet, bool ExtendMatches);

int increaseIPCount(); // When we add an IP to the db.
int decreaseIPCount(); // When we drop an IP from the db.

void increaseIPCountIfNew(GBUdbRecord& R); // If R is GBUdbUnknown, IncreaseIPCount.

bool isMatch(GBUdbIndex I); // True if record at I is a match record.
bool isMatch(GBUdbIndex I, unsigned int IP); // True if record at I is a match for IP.
GBUdbRecord& MatchedData(GBUdbIndex I); // Returns the data for the match at I.
unsigned int EncodedMatch(unsigned int IP); // Returns encoded raw dat for a Match.

//// In order to support binmodal indexing we must make sure that
//// no octet3 data is mapped to the root record in an octet3 node. If
//// it were so mapped then an octet2 evaluation might misinterpret the
//// GBUdbFlag fields as a MatchRecord indicator and cause the data to
//// become corrupted. To solve this problem, any time an octet2 node
//// maps to an octet3 node and NOT a MatchRecord, the 0 record in the
//// octet3 node must have no flags. Since x.x.x.0 is presumed to be the
//// network address, and x.x.x.255 is presumed to be a broadcast address
//// we cause both to map to a single record (the 255 record) where the
//// Class C, B, or A data can be recorded and modified in safety. Since
//// there is no need to track the brodcast and network address cases.
//// separately there is no inherent conflict in this approach. The
//// remapIP00toFF method performs this transform as needed in the
//// readRecord() and invokeRecord() methods.

unsigned int remapIP00toFF(unsigned int IP); // Remaps final octet 00 to FF if needed.

GBUdbRecord MySafeUnknownRecord; // Safe unknown record to return.
GBUdbRecord& SafeUnknownRecord(); // Clears and returns the Safe record.

// doForAllNodes does its job by launching a recursive search algorythm
// which is embodied in doAllAtNode(). The doAllAtNode() method is called
// for the root node by doForAllRecords and searches through the tree depth
// first to locate each active record in the GBUdb and call the Operator.
// updateWorkingIP() uses progressive input from eacn level to determine
// the effective IP for the node under test.

void updateWorkingIP(unsigned int& WIP, int OctetValue, int Level);
void doAllAtNode(GBUdbIndex I, GBUdbOperator& O, int NodeLevel, unsigned int WorkingIP);

public:
~GBUdbDataset(); // Flush & shutdown a dataset.
GBUdbDataset(const char* SetFileName); // Create with a name or no name (NULL).
GBUdbDataset(GBUdbDataset& Original); // Copy constructor.

class CouldNotGrow {}; // Thrown when grow() fails.
class NoFreeNodes {}; // Thrown when newNodeRoot() fails.
class MatchAllocationCorrupted {}; // Thrown when newMatchRecord() fails.

GBUdbRecord& readRecord(unsigned int IP); // Read only - find a GBUdb record.
GBUdbRecord& invokeRecord(unsigned int IP); // Create and/or Find a GBUdb record.
bool dropRecord(unsigned int IP); // Drop an IP record. (true if we did)

int ArraySize(); // Array size.
int FreeNodes(); // Number of free nodes remaining.
int IPCount(); // Number of IPs stored.

const char* FileName(const char* NewName); // Set new file name w/ cstring.
const char* FileName(); // Return the name.

void grow(int HowManyNodes = GBUdbDefaultGrowNodes); // Grow (by number of nodes).
void save(); // Flush the dataset to disk.
void load(); // Read the dataset from disk.

void doForAllRecords(GBUdbOperator& O); // Calls O(IP, Record) W/ every record.

};

// The GBUdb ojbect manages access to the GBUdb. For example, it will grow the
// dataset when that is required, report new events, and generally serve as the
// main access point for a given GBUdb. It even serializes multiple threads.

//// Here is the actual GBUdb class.

class GBUdb {
private:

Mutex MyMutex; // Data sync mutex.
Mutex AlertsMutex; // Mutex for the alerts list.
GBUdbDataset* MyDataset; // Array of records.
int PostsCounter; // Counts good/bad posts.

list<GBUdbAlert> MyAlerts; // Allerts list.
void recordAlertFor(unsigned int IP, GBUdbRecord& R, unsigned int C); // Append an alert record if needed.

public:

GBUdb(); // Open/Create w/ no name.
GBUdb(const char* FileName); // Open/Create w/ cstring or NULL.
~GBUdb(); // Shutdown

const char* FileName(const char* NewName); // Set/Change the file name.
const char* FileName(); // Return the FileName.

void save(); // Save the data.
void load(); // Load the data.

GBUdbRecord addGood(unsigned int IP, int i = 1); // Count an IP as good.
GBUdbRecord addBad(unsigned int IP, int i = 1); // Count an IP as bad.

GBUdbRecord setGood(unsigned int IP); // Set the flag to Good for this IP.
GBUdbRecord setBad(unsigned int IP); // Set the flag to Bad for this IP.
GBUdbRecord setUgly(unsigned int IP); // Set the flag to Ugly for this IP.
GBUdbRecord setIgnore(unsigned int IP); // Set the flag to Ignore for this IP.

bool dropRecord(unsigned int IP); // Drop an IP record. (true if we did)

GBUdbRecord getRecord(unsigned int IP); // Retrieve an IP record.
GBUdbRecord setRecord(unsigned int IP, GBUdbRecord& R); // Store an IP record.

GBUdbRecord adjustCounts(unsigned int IP, GBUdbRecord& R); // Adds counts from R to record for IP.

void doForAllRecords(GBUdbOperator& O, GBUdbLocking L = Dataset); // Call the Operator w/ All records.
void saveSnapshot(); // Saves a snapshot of the current db.
void reduce(); // Reduce all counts by half.
void compress(); // Remove any unknown records (reduced to zero).

int readIgnoreList(const char* FileName = "GBUdbIgnoreList.txt"); // setIgnore for a list of IPs

void GetAlerts(list<GBUdbAlert>& ListToFill); // Get all current alerts & clear.
void ImportAlerts(list<GBUdbAlert>& PeerAlerts); // Default log2 alert import function.

int IPCount(); // Number of IPs stored.
int Size(); // Size of GBUdb in bytes.
double Utilization(); // Utilization (percent).
int Posts(); // Number of posts since last save.

};

//// Include inline method definitions /////////////////////////////////////////

#include "GBUdb.inline.hpp"

#endif

// End of GBUdb Include Only Once
////////////////////////////////////////////////////////////////////////////////

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// GBUdb.inline.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// See GBUdb.hpp for details & notes.
// This file contains inline implementations.

//// GBUdbRecord Implementations ///////////////////////////////////////////////

inline GBUdbRecord::GBUdbRecord() : // Initialize a new GBUdbRecord
RawData(0) { // to ZERO.
}

inline GBUdbFlag GBUdbRecord::Flag() { // Return the flags.
return (GBUdbFlag) (RawData & GBUdbFlagsMask); // Isolate the flags from the data & return.
}

inline GBUdbFlag GBUdbRecord::Flag(GBUdbFlag f) { // Set the flags.
RawData = RawData & (~GBUdbFlagsMask); // Strip the current flags from RawData.
RawData = RawData | f; // Put the new flags into RawData.
return (GBUdbFlag) (RawData & GBUdbFlagsMask); // Return the flags now in RawData.
}

inline unsigned int GBUdbRecord::Good() { // Return the Good count.
return ((RawData & GBUdbGoodMask) >> GBUdbGoodShift); // Isolate & shift the good count, return.
}

inline unsigned int GBUdbRecord::Good(unsigned int g) { // Set the good count.
RawData = RawData & (~GBUdbGoodMask); // Strip the current good count.
g = g & GBUdbLimit; // Make g safe (within bitfield limit).
RawData = RawData | (g << GBUdbGoodShift); // Shift & combine g with RawData.
return g; // Return the safe g value.
}

inline unsigned int GBUdbRecord::Bad() { // Get the bad count.
return (RawData & GBUdbBadMask); // Isolate the bad data and return.
}

inline unsigned int GBUdbRecord::Bad(unsigned int b) { // Set the bad count.
RawData = RawData & (~GBUdbBadMask); // Strip out the current bad count.
b = b & GBUdbLimit; // Make b safe (strip any extra bits).
RawData = RawData | b; // Combine RawData with the safe b.
return b; // return the safe b.
}

inline unsigned int GBUdbRecord::addGood(unsigned int g) { // Add to the good count & normalize.
unsigned int G = Good(); // Get the good.
unsigned int B = Bad(); // Get the bad.
G = G + g; // Add the new g to the good.
while(G > GBUdbLimit) { // If normalization is required
G = G >> 1; // then reduce the new good
B = B >> 1; // and bad counts by half
} // until things are normalized.
Good(G); // Then go ahead and set the
Bad(B); // new value(s) into place.
return G; // Return the new good count.
}

inline unsigned int GBUdbRecord::addBad(unsigned int b) { // Add to the bad count & normalize.
unsigned int G = Good(); // Get the good.
unsigned int B = Bad(); // Get the bad.
B = B + b; // Add the new b to the bad.
while(B > GBUdbLimit) { // If normalization is required
G = G >> 1; // then reduce the new good
B = B >> 1; // and bad counts by half
} // until things are normalized.
Good(G); // Then go ahead and set the
Bad(B); // new value(s) into place.
return B; // Return the new good count.
}

inline GBUdbRecord& GBUdbRecord::integrate(GBUdbRecord& A, int LocalWeight, int RemoteWeight) { // Integrate A

unsigned int Gl = Good(); // Get the good and
unsigned int Bl = Bad(); // bad counts from
unsigned int Gr = A.Good(); // the local and
unsigned int Br = A.Bad(); // remote records.

Gl = (Gl * LocalWeight) + (Gr * RemoteWeight); // Combine the Good and
Bl = (Bl * LocalWeight) + (Br * RemoteWeight); // bad counts using the weights.

while(Gl > GBUdbLimit || Bl > GBUdbLimit) { // Normalize the counts by
Gl = Gl >> 1; // dividing both in half until
Bl = Bl >> 1; // they are both within limits.
}
Good(Gl); // Then set the new Good
Bad(Bl); // and bad values and return
return *this; // this object.
}

inline GBUdbIndex GBUdbRecord::Index() { // Read the record as an index.
return (GBUdbIndex) RawData;
}

inline GBUdbIndex GBUdbRecord::Index(GBUdbIndex i) { // Write the index value of the record.
RawData = (unsigned int) i;
return (GBUdbIndex) RawData;
}

// Probability is about the ratio of a given event to the total events.
// In this case, positive probabilities indicate a tendency toward spam and
// negative probabilities indicate a tendency toward ham.

inline double GBUdbRecord::Probability() { // Calculate the probability of spam
unsigned int G = Good(); // Get the good and
unsigned int B = Bad(); // bad counts and
double P = 0.0; // grab a double to hold P.
if(0 == B + G) { // If we have no counts yet
return P; // then return a zero probability.
} // If we have counts lets do the math.
P = ((double) B - (double) G) / ((double) B + (double) G); // Calculate the differential
return P; // probability and return it.
}

// The confidence we have in a probability is related to the number of samples
// that are present. We calculate the confidence on a logarithmic scale between
// one sample and half the maximum number by category (good or bad) because
// during condensation all counts may be reduced by half. That is, a 100%
// confidence is achieved when a record contains a total of half the maximum
// number of counts for a single category.

inline double GBUdbRecord::Confidence() { // Calculate our confidence in prob.
unsigned int Total = Good() + Bad(); // What is our total count of samples.
if(0 == Total) return 0.0; // No samples is no confidence.
double Confidence = (log((double)Total) / log((double)(GBUdbLimit/2))); // Calculate on a log scale.
if(1.0 < Confidence) Confidence = 1.0; // Max confidence is 1.0.
return Confidence; // Return the result.
}

//// GBUdbDataSet Inline Methods ///////////////////////////////////////////////

inline GBUdbIndex GBUdbDataset::ixIPCount() { // Index of the IP count for this db.
return MyArraySize + GBUdbIPCountOffset; // Return the offest from the end.
}

inline GBUdbIndex GBUdbDataset::ixNextFreeNode() { // Index of the Next Free Node.
return MyArraySize + GBUdbNextFreeNodeOffset; // Return the offset from the end.
}

inline GBUdbIndex GBUdbDataset::newNodeRoot() { // Allocates a new node, returns offset.
if(0 >= FreeNodes()) { // Check that we have free nodes to
throw NoFreeNodes(); // allocate. If we don't then throw!
}
GBUdbIndex NewNode = DataArray[ixNextFreeNode()].Index(); // Grab the next new node index.
DataArray[ixNextFreeNode()].Index(NewNode + GBUdbRecordsPerNode); // Move the allocator up a node.
return NewNode; // Return the allocated node.
}

inline int GBUdbDataset::ArraySize() { // Return the current Array Size.
return MyArraySize;
}

inline int GBUdbDataset::FreeNodes() { // Return the number of free nodes.
int FreeRecords = MyArraySize - DataArray[ixNextFreeNode()].RawData; // Find the number of records left.
int FreeNodes = (FreeRecords / GBUdbRecordsPerNode) - 1; // Convert to nodes and subtract the
return FreeNodes; // control node, the return the value.
}

inline int GBUdbDataset::IPCount() { // Return the IP count.
return DataArray[ixIPCount()].RawData;
}

inline int GBUdbDataset::increaseIPCount() { // When we add an IP to the db.
return DataArray[ixIPCount()].RawData++; // Increment and return the IP count.
}

inline int GBUdbDataset::decreaseIPCount() { // When we drop an IP from the db.
return DataArray[ixIPCount()].RawData--; // Decrement and return the IP count.
}

inline const char* GBUdbDataset::FileName() { // get the file name.
return MyFileName.c_str();
}

inline unsigned int GBUdbDataset::EncodedMatch(unsigned int IP) { // Encode an IP as a MatchRecord header.
return GBUdbMatchEntryBit | (IP & GBUdbMatchDataMask); // Use the MatchEntery bit and as much
} // of the remaining IP data as possible.

inline bool GBUdbDataset::isMatch(GBUdbIndex I) { // True if record at I is a match record.
return (0 != (DataArray[I].RawData & GBUdbMatchEntryBit)); // Get the raw data and check for the bit.
}

inline bool GBUdbDataset::isMatch(GBUdbIndex I, unsigned int IP) { // True if record at I is a match for IP.
return (DataArray[I].RawData == EncodedMatch(IP));
}

inline GBUdbRecord& GBUdbDataset::MatchedData(GBUdbIndex I) { // Returns the data for the match at I.
return DataArray[I + 1]; // Since I points to the match record we
} // return the record immedately after it.

inline GBUdbRecord& GBUdbDataset::SafeUnknownRecord() { // Clears and returns the Safe record.
MySafeUnknownRecord.RawData = GBUdbUnknown; // Clear the SafeUnknownRecord and
return MySafeUnknownRecord; // return it as the result.
}

inline GBUdbIndex GBUdbDataset::ixMatchListRoot() { // Index of the Match List Root Index.
return MyArraySize + GBUdbMatchListOffset;
}

inline void GBUdbDataset::increaseIPCountIfNew(GBUdbRecord& R) { // If R is GBUdbUnknown, IncreaseIPCount.
if(GBUdbUnknown == R.RawData) { increaseIPCount(); } // If new, increase the IP count.
}

inline unsigned int GBUdbDataset::remapIP00toFF(unsigned int IP) { // Remaps final octet 00 to FF if needed.
const int LowOctetMask = 0x000000FF; // Mask for seeing the low octet.
if(0 == (IP & LowOctetMask)) { // If the lowest octet is 00 then
return (IP | LowOctetMask); // change it to FF and return.
} // If the lowest octet is something else
return IP; // then return the IP as is.
}

inline void GBUdbDataset::deleteMatchAt(GBUdbIndex I) { // Recalls MatchRecord at I for reuse.
GBUdbIndex Next = DataArray[ixMatchListRoot()].Index(); // Find the current allocation list root.
DataArray[I].RawData = (Next | GBUdbMatchUnusedBit); // Point the current match to that root.
DataArray[I+1].RawData = GBUdbUnknown; // Clean out any data the match had.
DataArray[ixMatchListRoot()].Index(I); // Make this record the list root.
}

//// GBUdb Implementations /////////////////////////////////////////////////////

inline GBUdb::GBUdb() : // Construct the db as new.
PostsCounter(0) { // No posts yet.
MyDataset = new GBUdbDataset(NULL); // Construct with no file name.
}

inline GBUdb::GBUdb(const char* FileName) : // Construct the db from a file.
PostsCounter(0) { // No Posts yet.
MyDataset = new GBUdbDataset(FileName); // Load the data set by name.
}

inline GBUdb::~GBUdb() { // Destroy the db object.
if(NULL != MyDataset) { // Save first if we can.
MyDataset->save();
delete MyDataset;
}
}

inline const char* GBUdb::FileName() { // Return the file name.
return MyDataset->FileName();
}

inline const char* GBUdb::FileName(const char* NewName) { // Set/Change the file name.
return MyDataset->FileName(NewName);
}

inline void GBUdb::save() { // Save the data.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
MyDataset->save(); // Save the dataset.
PostsCounter = 0; // Reset the posts counter.
}

inline void GBUdb::load() { // Load the data.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
MyDataset->load(); // Load the dataset.
}

inline GBUdbRecord GBUdb::addGood(unsigned int IP, int i) { // Count an IP as good.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
++PostsCounter; // Count this as a post.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the record.
unsigned int C = X.addGood(i); // Add a count to the good side.
recordAlertFor(IP, X ,C); // Record an alert if required.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::addBad(unsigned int IP, int i) { // Count an IP as bad.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
++PostsCounter; // Count this as a post.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
unsigned int C = X.addBad(i); // Add a count to the bad side.
recordAlertFor(IP, X, C); // Record an alert if required.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::setGood(unsigned int IP) { // Set the flag to Good for this IP.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
X.Flag(Good); // Set the Good flag.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::setBad(unsigned int IP) { // Set the flag to Bad for this IP.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
X.Flag(Bad); // Set the Bad flag.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::setUgly(unsigned int IP) { // Set the flag to Ugly for this IP.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
X.Flag(Ugly); // Set the Ugly flag.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::setIgnore(unsigned int IP) { // Set the flag to Ignore for this IP.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
X.Flag(Ignore); // Set the Ignore flag.
return X; // Return a copy for analysis.
}


inline GBUdbRecord GBUdb::getRecord(unsigned int IP) { // Retrieve an IP record.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
GBUdbRecord& X = MyDataset->readRecord(IP); // ReadOnly the reocrd.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::setRecord(unsigned int IP, GBUdbRecord& R) { // Store an IP record.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Invoke the reocrd.
X = R; // Overwrite X with R.
return X; // Return a copy for analysis.
}

inline GBUdbRecord GBUdb::adjustCounts(unsigned int IP, GBUdbRecord& R) { // Adds counts from R to record for IP.
ScopeMutex JustMe(MyMutex); // Lock the data for this operation.
GBUdbRecord& X = MyDataset->invokeRecord(IP); // Locate the record in the data.
X.Bad(X.Bad() + R.Bad()); // Add the reflected adjustments
X.Good(X.Good() + R.Good()); // to the good and bad counts.
return X; // Return a copy for analysis.
}

inline bool GBUdb::dropRecord(unsigned int IP) { // Drop an IP record.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
return MyDataset->dropRecord(IP); // Pass on this call to our dataset.
}

inline int GBUdb::IPCount() { // Number of IPs stored.
ScopeMutex JustMe(MyMutex);
return MyDataset->IPCount();
}

inline int GBUdb::Size() { // Size of GBUdb in bytes.
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
return MyDataset->ArraySize() * sizeof(GBUdbRecord); // Total records converted to bytes.
}

inline double GBUdb::Utilization() { // Utilization (percent).
ScopeMutex JustMe(MyMutex); // Lock the mutex during this operation.
int TotalRecords = MyDataset->ArraySize(); // Calculate the total number of records.
int FreeRecords = MyDataset->FreeNodes() * GBUdbRecordsPerNode; // Calculate the number of unused records.
int UsedRecords = TotalRecords - FreeRecords; // Calcualte the number of used records.
return // Calculate and return as double...
((double) UsedRecords) * 100.0 / // (Used Records * 100) / (TotalRecords)
((double) TotalRecords);
}

inline int GBUdb::Posts() { // Number of posts since last snapshot.
int CurrentCount = PostsCounter; // Grab the current posts count.
return CurrentCount; // Return the count we had.
}

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SNFMulti/Makefile.am Näytä tiedosto

@@ -1,56 +0,0 @@
## Process this file with automake to produce Makefile.in
##
## $Id$
##
##
## Author: Alban Deniz
##
## Copyright (C) 2008 by MicroNeil Corporation. All rights reserved.
##

CXXFLAGS = $(SNF_CXXFLAGS) -I@top_srcdir@/SNFMulti -I@top_srcdir@/CodeDweller

noinst_LIBRARIES = \
libSNFMulti.a

libSNFMulti_a_SOURCES = \
@top_srcdir@/SNFMulti/FilterChain.cpp \
@top_srcdir@/SNFMulti/GBUdb.cpp \
@top_srcdir@/SNFMulti/scanner.cpp \
@top_srcdir@/SNFMulti/snfCFGmgr.cpp \
@top_srcdir@/SNFMulti/snf_engine.cpp \
@top_srcdir@/SNFMulti/snfGBUdbmgr.cpp \
@top_srcdir@/SNFMulti/snf_HeaderFinder.cpp \
@top_srcdir@/SNFMulti/snfLOGmgr.cpp \
@top_srcdir@/SNFMulti/SNFMulti.cpp \
@top_srcdir@/SNFMulti/snfNETmgr.cpp \
@top_srcdir@/SNFMulti/snf_sync.cpp \
@top_srcdir@/SNFMulti/snf_xci.cpp \
@top_srcdir@/SNFMulti/snfXCImgr.cpp

noinst_HEADERS = \
@top_srcdir@/SNFMulti/FilterChain.hpp \
@top_srcdir@/SNFMulti/GBUdb.hpp \
@top_srcdir@/SNFMulti/GBUdb.inline.hpp \
@top_srcdir@/SNFMulti/scanner.hpp \
@top_srcdir@/SNFMulti/snfCFGmgr.hpp \
@top_srcdir@/SNFMulti/snfCFGmgr.inline.hpp \
@top_srcdir@/SNFMulti/snf_engine.hpp \
@top_srcdir@/SNFMulti/snfGBUdbmgr.hpp \
@top_srcdir@/SNFMulti/snf_HeaderFinder.hpp \
@top_srcdir@/SNFMulti/snf_HeaderFinder.inline.hpp \
@top_srcdir@/SNFMulti/snfLOGmgr.hpp \
@top_srcdir@/SNFMulti/snfLOGmgr.inline.hpp \
@top_srcdir@/SNFMulti/SNFMulti.hpp \
@top_srcdir@/SNFMulti/snfNETmgr.hpp \
@top_srcdir@/SNFMulti/snf_sync.hpp \
@top_srcdir@/SNFMulti/snf_xci.hpp \
@top_srcdir@/SNFMulti/snfXCImgr.hpp \
@top_srcdir@/SNFMulti/snf_match.h

EXTRA_DIST = \
Makefile.am \
ChangeLog

clean-local:
rm -f *.gcno *.gcov *.gcda *~

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SNFMulti/SNFMulti.cpp
File diff suppressed because it is too large
Näytä tiedosto


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SNFMulti/SNFMulti.hpp Näytä tiedosto

@@ -1,475 +0,0 @@
// SNFMulti.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// 20060121_M
// This file creates an API for multi-threaded systems to use the SNF engine.
//
// This API is C++ oriented, meaning it throws exceptions and so forth.
// For use in shared objects and DLLs, the functions in here will be wrapped
// in a C style interface appropriate to that platform.
//
// The interface is based on the following structure.
//
// The application "Opens" one or more rulebases.
// The application "Opens" some number of scanners referencing opened rulebases.
// Each scanner handles one thread's worth of scanning, so it is presumed that
// each processing thread in the calling application will have one scanner to itself.
//
// Rulebases can be reloaded asynchronously. The scanner's grab a reference to the
// rulebase each time they restart. The grabbing and swapping in of new rulebases is
// a very short critical section.

#ifndef _ARM_SNFMulti
#define _ARM_SNFMulti

#include <stdexcept>
#include <sys/types.h>
#include <sys/stat.h>
#include <ctime>
#include <string>
#include "../CodeDweller/faults.hpp"
#include "../CodeDweller/threading.hpp"
#include "GBUdb.hpp"
#include "FilterChain.hpp"
#include "snf_engine.hpp"
#include "snf_match.h"
#include "snfCFGmgr.hpp"
#include "snfLOGmgr.hpp"
#include "snfNETmgr.hpp"
#include "snfGBUdbmgr.hpp"
#include "snfXCImgr.hpp"

#include <cassert>

extern const char* SNF_ENGINE_VERSION;

// snf Result Code Constants

const int snf_SUCCESS = 0;
const int snf_ERROR_CMD_LINE = 65;
const int snf_ERROR_LOG_FILE = 66;
const int snf_ERROR_RULE_FILE = 67;
const int snf_ERROR_RULE_DATA = 68;
const int snf_ERROR_RULE_AUTH = 73;
const int snf_ERROR_MSG_FILE = 69;
const int snf_ERROR_ALLOCATION = 70;
const int snf_ERROR_BAD_MATRIX = 71;
const int snf_ERROR_MAX_EVALS = 72;
const int snf_ERROR_UNKNOWN = 99;

// Settings & Other Constants

const int snf_ScanHorizon = 32768; // Maximum length of message to check.
const int snf_MAX_RULEBASES = 10; // 10 Rulebases is plenty. Most use just 1
const int snf_MAX_SCANNERS = 500; // 500 Scanners at once should be plenty

const int SHUTDOWN = -999; // Shutdown Cursor Value.

// snfCFGPacket encapsulates configuration and rulebase data.
// The rulebase handler can write to it.
// Others can only read from it.
// The engine handler creates and owns one of these. It uses it to
// grab() and drop() cfg and rulebase data from the rulebase handler.

class snf_RulebaseHandler; // We need to know this exists.

class snfCFGPacket { // Our little bundle of, er, cfg stuff.

friend class snf_RulebaseHandler; // RulebaseHandler has write access.

private:
snf_RulebaseHandler* MyRulebase; // Where to grab() and drop()
TokenMatrix* MyTokenMatrix; // We combine the current token matrix
snfCFGData* MyCFGData; // and the current cfg data for each scan.

set<int> RulePanics; // Set of known rule panic IDs.

public:
snfCFGPacket(snf_RulebaseHandler* R); // Constructor grab()s the Rulebase.
~snfCFGPacket(); // Destructor drop()s the Rulebase.

TokenMatrix* Tokens(); // Consumers read the Token Matrix and
snfCFGData* Config(); // the snfCFGData.

bool bad(); // If anything is missing it's not good.

bool isRulePanic(int R); // Test for a rule panic.
};

class ScriptCaller : private Thread { // Calls system() in separate thread.
private:
Mutex MyMutex; // Protects internal data.
string SystemCallText; // Text to send to system().
Timeout GuardTimer; // Guard time between triggers.
volatile bool GoFlag; // Go flag true when triggered.
volatile bool DieFlag; // Die flag when it's time to leave.

string ScriptToRun(); // Safely grab the script.
bool hasGuardExpired(); // True if guard time has expired.
void myTask(); // Thread task overload.

volatile int myLastResult; // Last result of system() call.

public:
ScriptCaller(string Name); // Constructor.
~ScriptCaller(); // Destructor.

void SystemCall(string S); // Set system call text.
void GuardTime(int T); // Change guard time.
void trigger(); // Trigger if possible.
int LastResult(); // Return myLastResult.

const static ThreadType Type; // The thread's type.

const static ThreadState CallingSystem; // State when in system() call.
const static ThreadState PendingGuardTime; // State when waiting for guard time.
const static ThreadState StandingBy; // State when waiting around.
const static ThreadState Disabled; // State when unable to run.
};

class snf_Reloader : private Thread { // Rulebase maintenance thread.
private:

snf_RulebaseHandler& MyRulebase; // We know our rulebase.
bool TimeToStop; // We know if it's time to stop.

string RulebaseFileCheckName; // We keep track of these files.
string ConfigFileCheckName;
string IgnoreListCheckFileName;
time_t RulebaseFileTimestamp; // We watch their timestamps.
time_t ConfigurationTimestamp;
time_t IgnoreListTimestamp;

void captureFileStats(); // Get stats for later comparison.
bool StatsAreDifferent(); // Check file stats for changes.

void myTask(); // How do we do this refresh thing?

ScriptCaller RulebaseGetter; // Reloader owns a RulebaseGetter.
bool RulebaseGetterIsTurnedOn; // True if we should run the getter.
void captureGetterConfig(); // Get RulebaseGetter config.

public:
snf_Reloader(snf_RulebaseHandler& R); // Setup takes some work.
~snf_Reloader(); // Tear down takes some work.

const static ThreadType Type; // The thread's type.

};

class snf_RulebaseHandler { // Engine Core Manager.

friend class snfCFGPacket;

private:

Mutex MyMutex; // This handler's mutex.

snf_Reloader* MyReloader; // Reloader engine (when in use).

int volatile ReferenceCount; // Associated scanners count.

snfCFGData* volatile Configuration; // Configuration for this handler.
TokenMatrix* volatile Rulebase; // Rulebase for this handler.
int volatile CurrentCount; // Active current scanners count.

TokenMatrix* volatile OldRulebase; // Retiring rulebase holder.
int volatile RetiringCount; // Active retiring scanners count.

bool volatile RefreshInProgress; // Flag for locking the refresh process.

int volatile MyGeneration; // Generation (reload) number.

void _snf_LoadNewRulebase(); // Internal function to load new rulebase.

Mutex XCIServerCommandMutex; // XCI Server Command Serializer.
snfXCIServerCommandHandler* myXCIServerCommandHandler; // ptr to Installed Srv Cmd Handler.

void grab(snfCFGPacket& CP); // Activate this Rulebase for a scan.
void drop(snfCFGPacket& CP); // Deactiveate this Rulebase after it.

public:

class ConfigurationError : public runtime_error { // When the configuration won't load.
public: ConfigurationError(const string& w):runtime_error(w) {}
};
class FileError : public runtime_error { // Exception: rulebase file won't load.
public: FileError(const string& w):runtime_error(w) {}
};
class AuthenticationError : public runtime_error { // Exception when authentication fails.
public: AuthenticationError(const string& w):runtime_error(w) {}
};
class IgnoreListError : public runtime_error { // When the ignore list won't load.
public: IgnoreListError(const string& w):runtime_error(w) {}
};
class AllocationError : public runtime_error { // Exception when we can't allocate something.
public: AllocationError(const string& w):runtime_error(w) {}
};
class Busy : public runtime_error { // Exception when there is a collision.
public: Busy(const string& w):runtime_error(w) {}
};
class Panic : public runtime_error { // Exception when something else happens.
public: Panic(const string& w):runtime_error(w) {}
};

//// Plugin Components.

snfCFGmgr MyCFGmgr; // Configuration manager.
snfLOGmgr MyLOGmgr; // Logging manager.
snfNETmgr MyNETmgr; // Communications manager.
snfGBUdbmgr MyGBUdbmgr; // GBUdb manager.
GBUdb MyGBUdb; // GBUdb for this rulebase.
snfXCImgr MyXCImgr; // XCI manager.

//// Methods.

snf_RulebaseHandler(): // Initialization is straight forward.
MyReloader(0),
ReferenceCount(0),
Rulebase(NULL),
CurrentCount(0),
OldRulebase(NULL),
RetiringCount(0),
RefreshInProgress(false),
MyGeneration(0),
myXCIServerCommandHandler(0) {
MyNETmgr.linkLOGmgr(MyLOGmgr); // Link the NET manager to the LOGmgr.
MyNETmgr.linkGBUdbmgr(MyGBUdbmgr); // Link the NET manager to the GBUdbmgr.
MyGBUdbmgr.linkGBUdb(MyGBUdb); // Link the GBUdb manager to it's db.
MyGBUdbmgr.linkLOGmgr(MyLOGmgr); // Link the GBUdb manager to the LOGmgr.
MyLOGmgr.linkNETmgr(MyNETmgr); // Link the LOG manager to the NETmgr.
MyLOGmgr.linkGBUdb(MyGBUdb); // Link the LOG manager to the GBUdb.
MyXCImgr.linkHome(this); // Link the XCI manager to this.
}

~snf_RulebaseHandler(); // Shutdown checks for safety.

bool isReady(); // Is the object is active.
bool isBusy(); // Is a refresh/open in progress.
int getReferenceCount(); // How many Engines using this handler.
int getCurrentCount(); // How many Engines active in the current rb.
int getRetiringCount(); // How many Engines active in the old rb.
void open(const char* path, // Lights up this hanlder.
const char* licenseid,
const char* authentication);

bool AutoRefresh(bool On); // Turn on/off auto refresh.
bool AutoRefresh(); // True if AutoRefresh is on.
void refresh(); // Reloads the rulebase and config.

void close(); // Closes this handler.

void use(); // Make use of this Rulebase Handler.
void unuse(); // Finish with this Rulebase Handler.

int Generation(); // Returns the generation number.

void addRulePanic(int RuleID); // Synchronously add a RulePanic.

IPTestRecord& performIPTest(IPTestRecord& I); // Perform an IP test.
void logThisIPTest(IPTestRecord& I, string Action); // Log an IP test result & action.

void logThisError(string ContextName, int Code, string Text); // Log an error message.
void logThisInfo(string ContextName, int Code, string Text); // Log an informational message.
string PlatformVersion(string NewPlatformVersion); // Set platform version info.
string PlatformVersion(); // Get platform version info.
string PlatformConfiguration(); // Get platform configuration.
string EngineVersion(); // Get engine version info.

void XCIServerCommandHandler(snfXCIServerCommandHandler& XCH); // Registers a new XCI Srvr Cmd handler.
string processXCIServerCommandRequest(snf_xci& X); // Handle a parsed XCI Srvr Cmd request.
};

// IPTestEngine w/ GBUdb interface.
// This will plug into the FilterChain to evaluate IPs on the fly.

class snf_IPTestEngine : public FilterChainIPTester {

private:

GBUdb* Lookup; // Where we find our GBUdb.
snfScanData* ScanData; // Where we find our ScanData.
snfCFGData* CFGData; // Where we find our CFG data.
snfLOGmgr* LOGmgr; // Where we find our LOG manager.

public:

snf_IPTestEngine(); // Initialize internal pointers to NULL.
void setGBUdb(GBUdb& G); // Setup the GBUdb lookup.
void setScanData(snfScanData& D); // Setup the ScanData object.
void setCFGData(snfCFGData& C); // (Re)Set the config data to use.
void setLOGmgr(snfLOGmgr& L); // Setup the LOGmgr to use.

string& test(string& input, string& output); // Our obligatory test function.
};

// Here's where we pull it all together.

class snf_EngineHandler {

private:

Mutex MyMutex; // This handler's mutex.
Mutex FileScan; // File scan entry mutex.

EvaluationMatrix* volatile CurrentMatrix; // Matrix for the latest scan.
snf_RulebaseHandler* volatile MyRulebase; // My RulebaseHandler.

snfScanData MyScanData; // Local snfScanData record.
snf_IPTestEngine MyIPTestEngine; // Local IP Test Engine.

int ResultsCount; // Count of Match Records for getResults
int ResultsRemaining; // Count of Match Records ahead of cursor.
MatchRecord* FinalResult; // Final (winning) result of the scan.
MatchRecord* ResultCursor; // Current Match Record for getResults.

string extractMessageID(const unsigned char* Msg, const int Len); // Get log safe Message-ID or substitute.

public:

class FileError : public runtime_error { // Exception when a file won't open.
public: FileError(const string& w):runtime_error(w) {}
};
class XHDRError : public runtime_error { // Exception when XHDR Inject/File fails.
public: XHDRError(const string& w):runtime_error(w) {}
};
class BadMatrix : public runtime_error { // Exception out of bounds of matrix.
public: BadMatrix(const string& w):runtime_error(w) {}
};
class MaxEvals : public runtime_error { // Exception too many evaluators.
public: MaxEvals(const string& w):runtime_error(w) {}
};
class AllocationError : public runtime_error { // Exception when we can't allocate something.
public: AllocationError(const string& w):runtime_error(w) {}
};
class Busy : public runtime_error { // Exception when there is a collision.
public: Busy(const string& w):runtime_error(w) {}
};
class Panic : public runtime_error { // Exception when something else happens.
public: Panic(const string& w):runtime_error(w) {}
};

snf_EngineHandler(): // Initialization is simple.
CurrentMatrix(NULL),
MyRulebase(NULL),
MyScanData(snf_ScanHorizon),
ResultsCount(0),
ResultsRemaining(0),
ResultCursor(NULL) {}

~snf_EngineHandler(); // Shutdown clenas up and checks for safety.

void open(snf_RulebaseHandler* Handler); // Light up the engine.
bool isReady(); // Is the Engine good to go? (doubles as busy)
void close(); // Close down the engine.

int scanMessageFile( // Scan this message file.
const string MessageFilePath, // -- this is the file (and id)
const int MessageSetupTime = 0, // -- setup time already used.
const IP4Address MessageSource = 0UL // -- message source IP (for injection).
);

int scanMessage( // Scan this message.
const unsigned char* MessageBuffer, // -- this is the message buffer.
const int MessageLength, // -- this is the length of the buffer.
const string MessageName = "", // -- this is the message identifier.
const int MessageSetupTime = 0, // -- setup time used (for logging).
const IP4Address MessageSource = 0UL // -- message source IP (for injection).
);

int getResults(snf_match* MatchBuffer); // Get the next match buffer.
int getDepth(); // Get the scan depth.

const string getClassicLog(); // Get classic log entries for last scan.
const string getXMLLog(); // Get XML log entries or last scan.
const string getXHDRs(); // Get XHDRs for last scan.
};

// Here's the class that pulls it all together.

class snf_MultiEngineHandler {

private:

Mutex RulebaseScan; // This handler's mutex.
int RulebaseCursor; // Next Rulebase to search.
snf_RulebaseHandler RulebaseHandlers[snf_MAX_RULEBASES]; // Array of Rulebase Handlers

int RoundRulebaseCursor(); // Gets round robin Rulebase handle candidates.

Mutex EngineScan; // Serializes searching the Engine list.
int EngineCursor; // Next Engine to search.
snf_EngineHandler EngineHandlers[snf_MAX_SCANNERS]; // Array of Engine Handlers

int RoundEngineCursor(); // Gets round robin Engine handle candidates.

public:

class TooMany : public runtime_error { // Exception when no more handle slots.
public: TooMany(const string& w):runtime_error(w) {}
};
class FileError : public runtime_error { // Exception when a file won't open.
public: FileError(const string& w):runtime_error(w) {}
};
class AuthenticationError : public runtime_error { // Exception when authentication fails.
public: AuthenticationError(const string& w):runtime_error(w) {}
};
class AllocationError : public runtime_error { // Exception when we can't allocate something.
public: AllocationError(const string& w):runtime_error(w) {}
};
class Busy : public runtime_error { // Exception when there is a collision.
public: Busy(const string& w):runtime_error(w) {}
};
class Panic : public runtime_error { // Exception when something else happens.
public: Panic(const string& w):runtime_error(w) {}
};

snf_MultiEngineHandler():
RulebaseCursor(0),
EngineCursor(0) {}

~snf_MultiEngineHandler(); // Clean up, safety check, shut down.

// snf_OpenRulebase()
// Grab the first available rulebse handler and light it up.

int OpenRulebase(const char* path, const char* licenseid, const char* authentication);

// snf_RefreshRulebase()
// Reload the rulebase associated with the handler.

void RefreshRulebase(int RulebaseHandle);

// snf_CloseRulebase()
// Shut down this Rulebase handler.

void CloseRulebase(int RulebaseHandle);

// snf_OpenEngine()
// Grab the first available Engine handler and light it up

int OpenEngine(int RulebaseHandle);

// snf_CloseEngine()
// Shut down this Engine handler.

void CloseEngine(int EngineHandle);

// snf_Scan()
// Scan the MessageBuffer with this Engine.

int Scan(int EngineHandle, const unsigned char* MessageBuffer, int MessageLength);

// The Engine prvides detailed match results through this function.

int getResults(int EngineHandle, snf_match* matchbfr);

// The Engine provies the scan depth through this function.

int getDepth(int EngineHandle);

};

#endif

+ 0
- 5
SNFMulti/gccVersion.txt Näytä tiedosto

@@ -1,5 +0,0 @@
gcc (SUSE Linux) 4.3.1 20080507 (prerelease) [gcc-4_3-branch revision 135036]
Copyright (C) 2008 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.


+ 0
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SNFMulti/scanner.cpp Näytä tiedosto

@@ -1,112 +0,0 @@
// scanner.cpp
//
// (C) 2002-2009 MicroNeil Research Corporation

// 20041117 _M - Included new improved Filter Chain module UrlDecode. This module
// scans each anchor or image tag for URL encoded characters and converts them to
// their singly byte counterparts. If a characters is converted then the decoded
// anchor tag is injected into the scan stream immediately after the source link.

// 20041114 _M - Included new Filter Chain module: Defunker. The Defunker re-emits
// the message to the scanner with all of the HTML and some coding removed. This
// allows HTML obfuscated patterns to be recognized by the scanning engine.

// 20040113 _M - New Reset() method used in ScanMessage() to keep things nice and
// tidy. Also, modified ScanText() to create a new evaluation matrix if it is
// needed, and to append to the existing one if there is one.

// 20030928 _M - Moving toward the peer-server architecture and V3. The message
// scanning component has been moved into it's own object called "scanner". From
// now on, a message, or text will be passed to the scanner and the scanner will
// return an evaulation matrix. As always, if something goes wrong it will throw.
// This allows us to separate the creation of a scanner, and it's use, from any
// other nifty logic. So, if I'm in a server mode, I can take my scanner and throw
// messages at it as often as I like. Each message I pump in one side comes out the
// other side as an evaluation matrix. This will work well for SMTP based engines
// as well as peer-server, or any other "service pipeline".
//
// Note that the scanner object has two ways it will accept data. One way is as a
// message via .ScanMessage(c_str). This method employs the filter chain system and
// expects to see an SMTP message. The second way is as plain text via .ScanText(c_str).
// This method is useful for "internal" purposes such as secondary scans used to
// locate compound rules or parameter scans used to pick up tuning data from the
// rulebase.

#include "scanner.hpp"

// Scanner::LoadRuleBase(RuleFileName, SecurityKey)

void Scanner::LoadRuleBase(string& RuleFileName, string& SecurityKey) {
RuleBase.Load(RuleFileName); // Load the rulebase file.
RuleBase.Validate(SecurityKey); // Validate the rulebase file.

}

// Scanner::ScanMessage(MessageBuffer)

EvaluationMatrix* Scanner::ScanMessage(unsigned char* MessageBuffer) { // Scan with the filter chain.

FilterChainCString IV(MessageBuffer); // Set up the filter chain.
FilterChainBase64 IW(&IV); // Include Base64 decoding.
FilterChainQuotedPrintable IX(&IW); // Include Quoted Printable decoding.
FilterChainUrlDecode IY(&IX); // Include URL decoder.
FilterChainDefunker IZ(&IY); // Include Defunking.

// Reset and create a new EvaluationMatrix object to use for this scan.
// ScanMessage is always called with a new message.

Reset(); // Reset for the new message.
myEvaluationMatrix = // Allocate a new evaluation matrix
new EvaluationMatrix(&RuleBase); // using the current rulebase.

if(!myEvaluationMatrix) // If the allocation fails then
throw BadMatrixAllocation(); // throw an appropriate exception.

try {
// Message header rules in earlier versions occasionally failed because there was not
// a new-line character in front of the very first header. So, now we insert one :-)
// This allows all header rules to start off with a ^ indicating the start of the line.
myEvaluationMatrix->EvaluateThis('\n'); // Insert a newline ahead of each message.
// Scan each byte in the file up to the horizon or the end of the message.
// If something goes wrong, an exception will be thrown.
while(myEvaluationMatrix->CountOfCharacters < ScanHorizon)
myEvaluationMatrix->EvaluateThis(IZ.GetByte());
}

catch(FilterChain::Empty) { // We're expecting this so it's ok, but
} // anything else will still be thrown!
return myEvaluationMatrix; // Return our results.
}

// Scanner::ScanText(TextBuffer)

EvaluationMatrix* Scanner::ScanText(unsigned char* TextBuffer) { // Scan without the filter chain.

// If needed, create a new EvaluationMatrix object to use for this scan.
// If not needed, we'll add this scanning to the existing matrix.
if(!myEvaluationMatrix) {
myEvaluationMatrix = // Allocate a new evaluation matrix
new EvaluationMatrix(&RuleBase); // using the current rulebase.

if(!myEvaluationMatrix) // If the allocation fails then
throw BadMatrixAllocation(); // throw an appropriate exception.
}

int index=0; // Set up an index at zero...

while( // For as long as we're
TextBuffer[index]!=0 && // not yet terminated and
myEvaluationMatrix->CountOfCharacters < ScanHorizon) // not at the horizon then
myEvaluationMatrix->EvaluateThis(TextBuffer[index++]); // scan this byte & move.

return myEvaluationMatrix; // Return our results.

}

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SNFMulti/scanner.hpp Näytä tiedosto

@@ -1,69 +0,0 @@
// scanner.hpp
//
// (C) 2002-2009 MicroNeil Research Corporation

// 20040113 _M - Added Reset() to the scanner object to more completely handle
// cleanup after processing a message. Where previously the calling code would
// need to be sure it deleted the evaulation matrix when it was done, now it
// should call Reset. Reset is also included now in the destructor for this
// object.

// 20030928 _M - Moving toward the peer-server architecture and V3. The message
// scanning component has been moved into it's own object called "scanner". From
// now on, a message, or text will be passed to the scanner and the scanner will
// return an evaulation matrix. As always, if something goes wrong it will throw.
// This allows us to separate the creation of a scanner, and it's use, from any
// other nifty logic. So, if I'm in a server mode, I can take my scanner and throw
// messages at it as often as I like. Each message I pump in one side comes out the
// other side as an evaluation matrix. This will work well for SMTP based engines
// as well as peer-server, or any other "service pipeline".
//
// Note that the scanner object has two ways it will accept data. One way is as a
// message via .ScanMessage(c_str). This method employs the filter chain system and
// expects to see an SMTP message. The second way is as plain text via .ScanText(c_str).
// This method is useful for "internal" purposes such as secondary scans used to
// locate compound rules or parameter scans used to pick up tuning data from the
// rulebase.

#ifndef _MN_Scanner
#define _MN_Scanner

#include "FilterChain.hpp"
#include "snf_engine.hpp"

const int ScanHorizon = 32768; // Maximum length of message to check.

class Scanner {

private:

TokenMatrix RuleBase; // The RuleBase for this scanner.

EvaluationMatrix* myEvaluationMatrix; // Evaluation Matrix for current scan.

public:

class BadMatrixAllocation {}; // Exception for failed allocation.

Scanner() {myEvaluationMatrix=NULL;} // Construct with empty matrix.
~Scanner() {Reset();} // Destructor now cleans up.

void Reset() { // Reset safely deletes the eval
if(myEvaluationMatrix!=NULL){ // matrix and nulls it's pointer.
delete myEvaluationMatrix;
myEvaluationMatrix=NULL;
}
}

void LoadRuleBase(string& RuleFileName, string& SecurityKey); // Load & Validate RuleBase.

EvaluationMatrix* ScanMessage(unsigned char* MessageBuffer); // Scan with filter chain.

EvaluationMatrix* ScanText(unsigned char* TextBuffer); // Scan without filter chain.

inline EvaluationMatrix* GetMatrix(){return myEvaluationMatrix;} // Return the latest matrix.
};

#endif

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SNFMulti/snfCFGmgr.cpp
File diff suppressed because it is too large
Näytä tiedosto


+ 0
- 554
SNFMulti/snfCFGmgr.hpp Näytä tiedosto

@@ -1,554 +0,0 @@
// snfCFGmgr.hpp
// Copyright (C) 2006 - 2009 Arm Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// SNF Configuration manager.

//// Begin include only once

#ifndef included_snfCFGmgr_hpp
#define included_snfCFGmgr_hpp

#include "GBUdb.hpp"
#include "snf_HeaderFinder.hpp"

#include "../CodeDweller/configuration.hpp"
#include "../CodeDweller/threading.hpp"
#include <string>
#include <set>

using namespace std;

const unsigned long int HeaderDirectiveBypass = 0x00000001; // Bypass hd rule flag.
const unsigned long int HeaderDirectiveWhite = 0x00000002; // White hd rule flag.
const unsigned long int HeaderDirectiveDrillDown = 0x00000004; // DrillDown rule flag.
const unsigned long int HeaderDirectiveSource = 0x00000008; // Source rule flag.
const unsigned long int HeaderDirectiveContext = 0x80000000; // Context activation flag.

class HeaderDirectiveHandler : public Configurator { // Handle inputs to header directives.
public:

HeaderDirectiveSet HeaderDirectives; // Managed set of Header Directives.

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator call adds the Input.

if(HeaderDirectiveContext == ContextInput.Directive) { // If a context has been established
ContextInput.Context = HeaderDirectives.size() + 1; // then setup the context ID and
DirectiveInput.Context = ContextInput.Context; // share it with the input.
HeaderDirectives.insert(ContextInput); // Insert the context tester and
ContextInput.clear(); // then clear it for future use.
}

HeaderDirectives.insert(DirectiveInput); // Insert the directive and then
DirectiveInput.clear(); // clear the input for future use.
}

HeaderFinderPattern ContextInput; // The context can be set externally.
HeaderFinderPattern DirectiveInput; // The Input can be set externally.

void reset() { // Reset the handler like this:
HeaderDirectives.clear(); // Clear the header directives.
ContextInput.clear(); // Clear the Context Input.
DirectiveInput.clear(); // Clear the Directive Input.
}

};

class HeaderDirectiveInitializer : public Configurator { // Initializes Header Directives.
private:

HeaderDirectiveHandler* MyTarget; // Needs to know it's target.

public:

HeaderDirectiveInitializer() : MyTarget(NULL) {} // Constructor doesn't know it's target yet.

void setTarget(HeaderDirectiveHandler& H) { MyTarget = &H; } // We have a way to set the target though ;-)

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator() function goes to the
if(NULL!=MyTarget) { // target (if it's set) and pushes the
MyTarget->reset(); // reset button (empties the set).
}
}
};

class HeaderDirectiveWhiteHeaderInitializer : public Configurator { // Initializes White Header Directives.
private:

HeaderDirectiveHandler* MyTarget; // Needs to know it's target.

public:

HeaderDirectiveWhiteHeaderInitializer() : MyTarget(NULL) {} // Constructor doesn't know it's target yet.

void setTarget(HeaderDirectiveHandler& H) { MyTarget = &H; } // We have a way to set the target though ;-)

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator() function goes to the
if(NULL!=MyTarget) { // target (if it's set) and sets it up
MyTarget->ContextInput.clear(); // for a white header directive.
MyTarget->DirectiveInput.clear();
MyTarget->DirectiveInput.Directive = HeaderDirectiveWhite;
}
}
};

class HeaderDirectiveBypassHeaderInitializer : public Configurator { // Initializes Bypass Header Directives.
private:

HeaderDirectiveHandler* MyTarget; // Needs to know it's target.

public:

HeaderDirectiveBypassHeaderInitializer() : MyTarget(NULL) {} // Constructor doesn't know it's target yet.

void setTarget(HeaderDirectiveHandler& H) { MyTarget = &H; } // We have a way to set the target though ;-)

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator() function goes to the
if(NULL!=MyTarget) { // target (if it's set) and sets it up
MyTarget->ContextInput.clear(); // for a bypass header directive.
MyTarget->DirectiveInput.clear();
MyTarget->DirectiveInput.Directive = HeaderDirectiveBypass;
}
}
};

class HeaderDirectiveDrilldownInitializer : public Configurator { // Initializes Drilldown Header Directives.
private:

HeaderDirectiveHandler* MyTarget; // Needs to know it's target.

public:

HeaderDirectiveDrilldownInitializer() : MyTarget(NULL) {} // Constructor doesn't know it's target yet.

void setTarget(HeaderDirectiveHandler& H) { MyTarget = &H; } // We have a way to set the target though ;-)

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator() function goes to the
if(NULL!=MyTarget) { // target (if it's set) and sets it up for
MyTarget->ContextInput.clear(); // a drilldown header directive.
MyTarget->DirectiveInput.clear();
MyTarget->DirectiveInput.Directive = HeaderDirectiveDrillDown;
MyTarget->DirectiveInput.Header = "Received:";
}
}
};

class HeaderDirectiveSourceHeaderInitializer : public Configurator { // Initializes Source Header Directives.
private:

HeaderDirectiveHandler* MyTarget; // Needs to know it's target.

public:

HeaderDirectiveSourceHeaderInitializer() : MyTarget(NULL) {} // Constructor doesn't know it's target yet.

void setTarget(HeaderDirectiveHandler& H) { MyTarget = &H; } // We have a way to set the target though ;-)

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator() function goes to the
if(NULL!=MyTarget) { // target (if it's set) and sets it up
MyTarget->ContextInput.clear(); // for a context sensitive source header
MyTarget->DirectiveInput.clear(); // directive. Activation context as well
MyTarget->ContextInput.Directive = HeaderDirectiveContext; // as source header data.
MyTarget->ContextInput.Header = "Received:";
MyTarget->DirectiveInput.Directive = HeaderDirectiveSource;
}
}
};

class RangePoint { // Range point x:Probability, y:Confidence
public:

RangePoint() : // The simple constructor sets all to zero.
Probability(0.0),
Confidence(0.0) {}

RangePoint(double C, double P) : // This constructor sets the values.
Probability(P),
Confidence(C) {}

double Probability; // Probability and Confidence are
double Confidence; // freely accessible.

bool operator<(const RangePoint& right) const { // Comparison of RangePoint objects depends
return (Confidence < right.Confidence); // on the Confidence value. This is because
} // Confidence is used as a "key" in the set.
bool operator>(const RangePoint& right) const {
return (Confidence > right.Confidence);
}
bool operator==(const RangePoint& right) const {
return (Confidence == right.Confidence);
}
bool operator<=(const RangePoint& right) const {
return (Confidence <= right.Confidence);
}
bool operator>=(const RangePoint& right) const {
return (Confidence >= right.Confidence);
}
};

class RangeHandler : public Configurator { // The handler adds edgepoints and holds and
public: // tests the set that defines the region.

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The () operator adds EdgeInput to the list.
EdgeMap.insert(EdgeInput);
}

bool On_Off; // Ranges can be turned on and off.
int Symbol; // They have a symbol assigned to them.
int Priority; // They have an evaluation priority.

RangePoint EdgeInput; // This EdgePoint is set, and added using ().
set<RangePoint> EdgeMap; // This contains the set of EdgePoints.

bool isInWhite(RangePoint& x); // True if x is inside the -P of the EdgeMap.
bool isInBlack(RangePoint& x); // True if x is inside the +P of the EdgeMap.

void reset() { EdgeMap.clear(); } // When we reset - we empty the EdgeMap.

};

class RangeInitializer : public Configurator { // The RangeInitializer Configurator.
private:

RangeHandler* MyTarget; // Needs to know it's target.

public:

RangeInitializer() : MyTarget(NULL) {} // Constructor doesn't know it's target yet.

void setTarget(RangeHandler& H) { MyTarget = &H; } // We have a way to set the target though ;-)

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The configurator() function goes to the
if(NULL!=MyTarget) { // target (if it's set) and pushes the
MyTarget->reset(); // reset button.
}
}
};

class IntegerSetHandler : public Configurator { // Integer set handler for rule panics.
public:
void operator()(ConfigurationElement& E, ConfigurationData& D) { // The operator() inserts IntegerInput
IntegerSet.insert(IntegerInput); // if it's not already a member.
}

int IntegerInput; // The input port.
set<int> IntegerSet; // The set itself.

bool isListed(int x); // How to check if an int is listed.

void reset() { IntegerSet.clear(); } // How to reset (clear) the list.
};

class IntegerSetInitializer : public Configurator { // The initializer resets the set.
private:

IntegerSetHandler* MyTarget; // It needs to know which set to init.

public:

IntegerSetInitializer() : MyTarget(NULL) {} // Start off not knowing where to go.

void setTarget(IntegerSetHandler& H) { MyTarget = &H; } // Set a pointer to the handler.

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The operator() does the trick.
if(NULL!=MyTarget) {
MyTarget->reset();
}
}
};

class XHDRSymbol { // XHeader associated with a Symbol
public:
int Symbol; // The integer symbol.
string Header; // The header to associate.
XHDRSymbol(int FreshSymbol, string FreshHeader) : // Creating the object requires both.
Symbol(FreshSymbol),
Header(FreshHeader) {}

bool operator<(const XHDRSymbol& right) const { // To live in a set we must have a <
return (Symbol < right.Symbol); // operator. Only the symbol matters
} // in this case.
};

class XHDRSymbolsHandler : public Configurator { // XHDRSymbol hander.
public:
set<XHDRSymbol> SymbolHeaders; // Carries a set of Symbol Headers.

void reset() { SymbolHeaders.clear(); } // Is reset by clearing the set.

string HeaderForSymbol(int S) { // Can return a Header for symbol.
string MatchingHeader = ""; // Starting with an empty string,
set<XHDRSymbol>::iterator iS = SymbolHeaders.find(XHDRSymbol(S,"")); // we look up the symbol and
if(SymbolHeaders.end() != iS) { // if we find it then we will
MatchingHeader = (*iS).Header; // return the matching header
} // string. If not then we return
return MatchingHeader; // the empty string.
} // Coded in-line on purpose.

bool OnOff; // Input OnOff value.
int Symbol; // Input Symbol value.
string Header; // Input Header value.

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The operator() inserts an XHDRSymbol
if(OnOff) { // if the header entry is turned on and
SymbolHeaders.insert(XHDRSymbol(Symbol, Header)); // if it's not already a member.
}
}
};

class XHDRSymbolsInitializer : public Configurator { // The XHDRSymbols initializer.
private:

XHDRSymbolsHandler* MyTarget; // It needs to know which set to init.

public:

XHDRSymbolsInitializer() : MyTarget(NULL) {} // Start off not knowing where to go.

void setTarget(XHDRSymbolsHandler& H) { MyTarget = &H; } // Set a pointer to the handler.

void operator()(ConfigurationElement& E, ConfigurationData& D) { // The operator() does the trick.
if(NULL!=MyTarget) {
MyTarget->reset();
}
}
};

enum snfIPRange { // IP action ranges
Unknown, // Unknown - not defined.
White, // This is a good guy.
Normal, // Benefit of the doubt.
New, // It is new to us.
Caution, // This is suspicious.
Black, // This is bad.
Truncate // Don't even bother looking.
};

const int ScanLogMatches_All = 2; // Include all matches.
const int ScanLogMatches_Unique = 1; // Include 1 match of each rule.
const int ScanLogMatches_None = 0; // Include only the final result.

const int LogOutputMode_None = 0; // No output (don't process).
const int LogOutputMode_API = 1; // Make available to API.
const int LogOutputMode_File = 2; // Output to msgfile.xhdr.
const int LogOutputMode_Inject = 3; // Inject into msgfile.

class snfCFGData { // Object that stores our config data.
private:

ConfigurationElement MyCFGReader; // This is how we read our cfg data.

public:

snfCFGData(); // Constructor handled in .cpp

void initializeFromFile(const char* FileName); // Initialize from the provided file.

int Generation; // Generation tag.

// Here are the derived data elements...

string ConfigFilePath; // Configuration file path
string RuleFilePath; // Rulebase file path
string SecurityKey; // Security key for rulebase

// Here are the basic data elements...

string node_identity;
string node_licenseid;
string node_authentication;

//// paths

string paths_workspace_path;
string paths_rulebase_path;
string paths_log_path;

//// logging

bool Logs_Rotation_LocalTime_OnOff;

bool Status_SecondReport_Log_OnOff;
bool Status_SecondReport_Append_OnOff;
bool Status_MinuteReport_Log_OnOff;
bool Status_MinuteReport_Append_OnOff;
bool Status_HourReport_Log_OnOff;
bool Status_HourReport_Append_OnOff;

bool Scan_Identifier_Force_Message_Id;

int Scan_Classic_Mode;
bool Scan_Classic_Rotate;
int Scan_Classic_Matches;

int Scan_XML_Mode;
bool Scan_XML_Rotate;
int Scan_XML_Matches;
bool Scan_XML_Performance;
bool Scan_XML_GBUdb;

//// xheaders

int XHDROutput_Mode;

bool XHDRVersion_OnOff;
string XHDRVersion_Header;

bool XHDRLicense_OnOff;
string XHDRLicense_Header;

bool XHDRRulebase_OnOff;
string XHDRRulebase_Header;

bool XHDRIdentifier_OnOff;
string XHDRIdentifier_Header;

bool XHDRGBUdb_OnOff;
string XHDRGBUdb_Header;

bool XHDRResult_OnOff;
string XHDRResult_Header;

bool XHDRMatches_OnOff;
string XHDRMatches_Header;

bool XHDRBlack_OnOff;
string XHDRBlack_Header;

bool XHDRWhite_OnOff;
string XHDRWhite_Header;

bool XHDRClean_OnOff;
string XHDRClean_Header;

XHDRSymbolsHandler XHDRSymbolHeaders;
XHDRSymbolsInitializer XHDRSymbolHeadersInitializer;

//// platform

string PlatformElementContents;

//// network

int network_sync_secs;
string network_sync_host;
int network_sync_port;

bool update_script_on_off;
string update_script_call;
int update_script_guard_time;

//// gbudb

int gbudb_database_condense_minimum_seconds_between;
bool gbudb_database_condense_time_trigger_on_off;
int gbudb_database_condense_time_trigger_seconds;
bool gbudb_database_condense_posts_trigger_on_off;
int gbudb_database_condense_posts_trigger_posts;
bool gbudb_database_condense_records_trigger_on_off;
int gbudb_database_condense_records_trigger_records;
bool gbudb_database_condense_size_trigger_on_off;
int gbudb_database_condense_size_trigger_megabytes;

bool gbudb_database_checkpoint_on_off;
int gbudb_database_checkpoint_secs;

RangeHandler WhiteRangeHandler;
RangeInitializer WhiteRangeInitializer;

bool gbudb_regions_white_panic_on_off;
int gbudb_regions_white_panic_rule_range;

RangeHandler BlackRangeHandler;
RangeInitializer BlackRangeInitializer;

bool gbudb_regions_black_sample_on_off;
double gbudb_regions_black_sample_probability;
int gbudb_regions_black_sample_grab_one_in;
bool gbudb_regions_black_sample_passthrough;
int gbudb_regions_black_sample_passthrough_symbol;
int gbudb_regions_black_truncate_symbol;

bool gbudb_regions_black_truncate_on_off;
double gbudb_regions_black_truncate_probability;
int gbudb_regions_black_truncate_peek_one_in;

RangeHandler CautionRangeHandler;
RangeInitializer CautionRangeInitializer;

snfIPRange RangeEvaluation(GBUdbRecord& R); // Returns the range for a GBUdbRecord.
snfIPRange RangeEvaluation(RangePoint& p); // Returns the range for a RangePoint.

HeaderDirectiveHandler HeaderDirectivesHandler; //** Handles header directives.
HeaderDirectiveInitializer HeaderDirectivesInitializer; //** Initializes header directives set.
HeaderDirectiveSourceHeaderInitializer HDSourceHeaderInitializer; //**** For source header directives.
HeaderDirectiveDrilldownInitializer HDDrilldownInitializer; //**** For drilldown header directives.
HeaderDirectiveBypassHeaderInitializer HDBypassHeaderInitializer; //**** For bypass header directives.
HeaderDirectiveWhiteHeaderInitializer HDWhiteHeaderInitializer; //**** For white header directives.

IntegerSetHandler TrainingBypassRuleHandler; // Rules to NOT train GBUdb with source.
IntegerSetInitializer TrainingBypassRuleInitializer;

IntegerSetHandler TrainingWhiteRuleHandler; // Rules to train GBUdb as white source.
IntegerSetInitializer TrainingWhiteRuleInitializer;

bool GBUdbTrainingOn_Off; // True when GBUdb training is allowed.

IntegerSetHandler RulePanicHandler;
IntegerSetInitializer RulePanicInitializer;

bool XCI_OnOff; // XML Command Interface ON or OFF.
int XCI_Port; // XML Command Interface Port number.

bool MessageFileTypeCGP_on_off; // True for scanning communigate msgs.

};

class snfCFGmgr { // Object that manages our config data.

private:

Mutex myMutex; // Serialize control during updates.

snfCFGData A; // This is where we store one copy.
snfCFGData B; // This is where we store the other.

volatile bool AisActive; // This tells us which is active.

void swapCFGData(); // This swaps the active dataset.
snfCFGData& ActiveData(); // This returns the active dataset.
snfCFGData& InactiveData(); // This returns the inactive dataset.

string InitFileName; // Initilization parameters are reused
string InitLicenseId; // any time load() is called.
string InitAuthentication;

string ConfigurationPath; // Path to active configuration file.

public:

snfCFGmgr(); // Constructor - to get things right

void initialize( // In order to initialize we need to
const char* FileName, // collect a path to our config or .snf
const char* LicenseId, // our license id and our
const char* Authentication // authentication.
);

class LoadFailure {}; // What we throw if load fails.

void load(); // Load the configuration data.

//// Access methods for config data...

string RuleFilePath(); // Rulebase file path
string SecurityKey(); // Security key for rulebase

snfCFGData* ActiveConfiguration(); // Pointer to active configuration

};

#include "snfCFGmgr.inline.hpp"

#endif
// End include only once

+ 0
- 46
SNFMulti/snfCFGmgr.inline.hpp Näytä tiedosto

@@ -1,46 +0,0 @@
// snfCFGmgr.inline.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC.
//
// Inline functions/methods for snfCFGmgr module.

//// IntegerSetHandler /////////////////////////////////////////////////////////

inline bool IntegerSetHandler::isListed(int x) { // How to check if an int is listed.
return (IntegerSet.end() != IntegerSet.find(x));
}


//// snfCFGmgr /////////////////////////////////////////////////////////////////

inline snfCFGmgr::snfCFGmgr() : // We construct a CFGmgr this way...
AisActive(false), // So that A is active after 1st load()
InitFileName(""), // and all of the Init strings are
InitLicenseId(""), // empty.
InitAuthentication(""),
ConfigurationPath("") {
}

inline void snfCFGmgr::swapCFGData() { // This swaps the active dataset.
AisActive = (AisActive)?false:true;
}

inline snfCFGData& snfCFGmgr::ActiveData() { // This returns the active dataset.
return (AisActive) ? A : B;
}

inline snfCFGData& snfCFGmgr::InactiveData() { // This returns the inactive dataset.
return (AisActive) ? B : A;
}

inline string snfCFGmgr::RuleFilePath() { // Rulebase file path
return ActiveData().RuleFilePath;
}

inline string snfCFGmgr::SecurityKey() { // Security key for rulebase
return ActiveData().SecurityKey;
}

inline snfCFGData* snfCFGmgr::ActiveConfiguration() { // Pointer to active configuration
return &(ActiveData());
}

+ 0
- 236
SNFMulti/snfGBUdbmgr.cpp Näytä tiedosto

@@ -1,236 +0,0 @@
// snfGBUdbmgr.cpp
// Copyright (C) 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// See snfGBUdbmgr.hpp for details.

#include "snfGBUdbmgr.hpp"
#include <unistd.h>

using namespace std;

const ThreadType snfGBUdbmgr::Type("snfGBUdbmgr"); // The thread's type.

snfGBUdbmgr::snfGBUdbmgr() : // Clean init and start thread.
Thread(snfGBUdbmgr::Type, "GBUdb Manager"), // XCI Manager type and Name.
MyGBUdb(NULL), // NULL our links to avoid
MyLOGmgr(NULL), // any errors when the thread starts.
Configured(false), // Not configured yet.
TimeToStop(false), // It is not time to stop ;-)
CondenseGuardTime(600000), // 10 minute guard time by default.
TimeTriggerOnOff(true), // By default, condense once per day.
TimeTrigger(86400000),
PostsTriggerOnOff(false), // By default do not trigger on posts.
PostsTriggerValue(262144), // but if we do, use a quarter million.
RecordsTriggerOnOff(false), // By default do not trigger on records.
RecordsTriggerValue(150000), // but if we do, use 150K.
SizeTriggerOnOff(true), // By default trigger on size as a
SizeTriggerValue(150), // safety valve at 150Mbytes.
CheckpointOnOff(true), // By default save a snapshot once
CheckpointTrigger(3600000) { // every hour.
run(); // Start our thread.
}

snfGBUdbmgr::~snfGBUdbmgr() { // Clean shutdown & stop thread.
stop(); // Stop the thread if it's not already.
MyGBUdb = NULL; // NULL our links and false our
MyLOGmgr = NULL; // configuration for safety.
Configured = false;
}

void snfGBUdbmgr::linkGBUdb(GBUdb& G) { // Connect to our GBUdb
ScopeMutex JustMe(MyMutex); // Lock for the config change.
MyGBUdb = &G; // Set the new link.
}

void snfGBUdbmgr::linkLOGmgr(snfLOGmgr& L) { // Connect to our LOGmgr
ScopeMutex JustMe(MyMutex); // Lock for the config change.
MyLOGmgr = &L; // Set the new link.
}
const int SECsASms = 1000; // How to convert seconds to milliseconds.
msclock toDuration(int Configuration_Integer) { // Convert int Seconds to timer duration.
return (Configuration_Integer * SECsASms); // Do the math and send it back.
}

void snfGBUdbmgr::configure(snfCFGData& CFGData) { // Establish or change our CFG.
ScopeMutex JustMe(MyMutex); // Only when we're not busy.

// Set up our configuration from the CFGData provided.

// Being careful not to muck with running timers unless their
// configuration values have actually changed...

if(CondenseGuardTime.getDuration() != // If the condensation guard time is
toDuration(CFGData.gbudb_database_condense_minimum_seconds_between)) { // new and different then set the
CondenseGuardTime.setDuration( // condensation guard timer to the
toDuration(CFGData.gbudb_database_condense_minimum_seconds_between) // new value.
);
}

TimeTriggerOnOff = CFGData.gbudb_database_condense_time_trigger_on_off; // Time-Trigger On?

if(TimeTrigger.getDuration() != // Time-Trigger different?
toDuration(CFGData.gbudb_database_condense_time_trigger_seconds)) {
TimeTrigger.setDuration( // If it is then adopt the new value.
toDuration(CFGData.gbudb_database_condense_time_trigger_seconds)
);
}

PostsTriggerOnOff = CFGData.gbudb_database_condense_posts_trigger_on_off; // Posts trigger on?
PostsTriggerValue = CFGData.gbudb_database_condense_posts_trigger_posts; // What is the posts trigger threshold?

RecordsTriggerOnOff = CFGData.gbudb_database_condense_records_trigger_on_off; // Records trigger on?
RecordsTriggerValue = CFGData.gbudb_database_condense_records_trigger_records; // What is the records trigger threshold?

SizeTriggerOnOff = CFGData.gbudb_database_condense_size_trigger_on_off; // Size trigger on?
SizeTriggerValue = CFGData.gbudb_database_condense_size_trigger_megabytes; // What is the size trigger threshold?

// Checkpoint

CheckpointOnOff = CFGData.gbudb_database_checkpoint_on_off; // Checkpoint on?

if(CheckpointTrigger.getDuration() != // If the Checkpoint time is
toDuration(CFGData.gbudb_database_checkpoint_secs)) { // new and different then
CheckpointTrigger.setDuration( // adopt the new value.
toDuration(CFGData.gbudb_database_checkpoint_secs)
);
}

// GBUdb file name

string GBUdbFileName; // Formulate the correct GBUdb file name
GBUdbFileName = CFGData.paths_workspace_path + // using the CFGData.
CFGData.node_licenseid + ".gbx";

if( // If the file name for our GBUdb
NULL == (*MyGBUdb).FileName() || // is not yet set, or
0 != GBUdbFileName.compare((*MyGBUdb).FileName()) // if it is different than the
) { // formulated file name we have then
(*MyGBUdb).FileName(GBUdbFileName.c_str()); // set the GBUdb file name.
}

// Safety check to set the Configured bit.

if(NULL != MyGBUdb && NULL != MyLOGmgr) { // If we have all of our parts
Configured = true; // then set our configured flag.
} else { // If anything is missing then
Configured = false; // make sure the flag is false.
}
}

//// The snfGBUdbmgr::load() method isn't exactly what you would expect. It
// will load the rulebase file if that file exists, but if not it does nothing.
// The intention is that a new GBUdb will alread have been created. If a
// pre-existing GBUdb is available then that one will be loaded for use. If
// it does not exist, then the new, empty GBUdb will be used instead and will
// eventually be saved for later re-use.

void snfGBUdbmgr::load() { // Load the GBUdb as configured.
ScopeMutex JustMe(MyMutex); // Just me while I do this.
if( // Perform some sanity checks.
NULL != MyGBUdb && // If we have a GBUdb and
0 < string(MyGBUdb->FileName()).length() && // it has a file name and
0 == access(MyGBUdb->FileName(),R_OK) // the file can be accessed
) { // then we can proceed:
MyGBUdb->load(); // Load the GBUdb from disk.
} // If that didn't work we'll assume
} // we're starting up a new gbx file ;-)

// DoMaintenanceWork encapsulates all of our maintenance functions. It runs
// with the mutex locked so that the configuration is stable during each pass.

void snfGBUdbmgr::DoMaintenanceWork() { // Do our watchdog work.

if(!Configured) return; // Do nothing if we're not configured.

ScopeMutex JustMe(MyMutex); // No CFG changes while I'm busy.

if(CondenseGuardTime.isExpired()) { // If we are allowed to condense
bool CondenseTriggered = false; // check to see if we should.

// time-trigger

if(
TimeTriggerOnOff && // If the time-trigger is on
TimeTrigger.isExpired() // and the time has expired
) { // then it is time to condense.
CondenseTriggered = true; // Set the condense flag and
TimeTrigger.restart(); // restart the timer.
}

// posts-trigger

if(
PostsTriggerOnOff && // If posts-trigger is on
(*MyGBUdb).Posts() >= PostsTriggerValue // and the Posts() count is high
) { // enough then trigger the
CondenseTriggered = true; // condense operation.
}

// records-trigger

if(
RecordsTriggerOnOff && // If records-trigger is on
(*MyGBUdb).IPCount() >= RecordsTriggerValue // and the number of IPs is high
) { // enough then trigger the
CondenseTriggered = true; // condense operation.
}

// size-trigger

const int MByte = 1048576; // How big is a megabyte anyway?

if(
SizeTriggerOnOff && // If size-trigger is on
((*MyGBUdb).Size()/MByte) >= SizeTriggerValue // and the size of the db is high
) { // enough then trigger
CondenseTriggered = true; // the condense operation.
}

if(CondenseTriggered) { // If we need to condense then
(*MyGBUdb).reduce(); // reduce all counts in the db
(*MyGBUdb).compress(); // and elminate any that drop to zero.
CondenseGuardTime.restart(); // That done, reset the guard timer.
(*MyLOGmgr).RecordCondenseEvent(); // Log the event.
}
}

// Time to save a snapshot?

if(
CheckpointOnOff && // If checkpoints are turned on
CheckpointTrigger.isExpired() // and it is time to create one
) {
(*MyGBUdb).saveSnapshot(); // then save a snapshot and
CheckpointTrigger.restart(); // restart the timer.
(*MyLOGmgr).RecordSaveEvent(); // Log the event.
}
}

// Stopping the thread...

void snfGBUdbmgr::stop() { // To stop the manager thread we
if(!TimeToStop) { // check to see we need to then
TimeToStop = true; // set the time to stop flag
join(); // and join the thread.
}
}

// The thread's task is to call DoMaintenanceWork() once every second.

void snfGBUdbmgr::myTask() { // This is what our thread does.
Sleeper WaitATic(1000); // We need a 1 second sleeper.
while(!TimeToStop) { // While it's not time to stop
WaitATic(); // wait a tic and then do work.
DoMaintenanceWork();
}
}

void snfGBUdbmgr::GetAlertsForSync(list<GBUdbAlert>& AlertList) { // Fill AlertList w/ outgoing alerts.
(*MyGBUdb).GetAlerts(AlertList); // For now, just pass this through.
}

void snfGBUdbmgr::ProcessReflections(list<GBUdbAlert>& Reflections) { // Integrate returning reflections.
(*MyGBUdb).ImportAlerts(Reflections); // For now, just pass this through.
}

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// snfGBUdbmgr.hpp
// Copyright (C) 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// This module manages the GBUdb(s) that are used in the SNF scanner engine.
// It is responsible for setting parameters, monitoring activity, and handling
// scheduled maintenance tasks.

#ifndef snfGBUdbmgr_included
#define snfGBUdbmgr_included

#include "../CodeDweller/threading.hpp"
#include "../CodeDweller/timing.hpp"
#include "snfCFGmgr.hpp"
#include "snfLOGmgr.hpp"
#include "GBUdb.hpp"

using namespace std;

class snfLOGmgr;

class snfGBUdbmgr : public Thread {
private:
Mutex MyMutex;
GBUdb* MyGBUdb;
snfLOGmgr* MyLOGmgr;
bool Configured;
volatile bool TimeToStop;

// Condensation parts

Timeout CondenseGuardTime;
bool TimeTriggerOnOff;
Timeout TimeTrigger;
bool PostsTriggerOnOff;
int PostsTriggerValue;
bool RecordsTriggerOnOff;
int RecordsTriggerValue;
bool SizeTriggerOnOff;
int SizeTriggerValue;

// Checkpoint parts

bool CheckpointOnOff;
Timeout CheckpointTrigger;

// Utility functions

void DoMaintenanceWork();

public:
snfGBUdbmgr(); // Clean init and start thread.
~snfGBUdbmgr(); // Clean shutdown & stop thread.
void linkGBUdb(GBUdb& G); // Connect to our GBUdb.
void linkLOGmgr(snfLOGmgr& L); // Connect to our LOGmgr.
void configure(snfCFGData& CFGData); // Establish or change our CFG.
void load(); // Load the GBUdb as configured.
void stop(); // Stop the thread.
void myTask(); // Establish our thread's task.

void GetAlertsForSync(list<GBUdbAlert>& AlertList); // Fill AlertList w/ outgoing alerts.
void ProcessReflections(list<GBUdbAlert>& Reflections); // Integrate returning reflections.

const static ThreadType Type; // The thread's type.

};

#endif

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// snfLOGmgr.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// SNF Logging and Statistics engine.

////////////////////////////////////////////////////////////////////////////////
//// Begin snfLOGmgr include only once

#ifndef snfLOGmgr_included
#define snfLOGmgr_included

#include <list>
#include <set>
#include <string>
#include <vector>
#include <sstream>
#include <ctime>
#include <cstdio>

#include "../CodeDweller/timing.hpp"
#include "../CodeDweller/threading.hpp"
#include "../CodeDweller/histogram.hpp"

#include "snf_match.h"

#include "snfCFGmgr.hpp"
#include "snfNETmgr.hpp"
#include "GBUdb.hpp"


class snfNETmgr; // Declare snfNETmgr
extern const char* SNF_ENGINE_VERSION; // Declare the Engine Version Data

using namespace std;

//// DiscLogger ////////////////////////////////////////////////////////////////
// Writes log files back to Disc and double buffers data to minimize contention
// and delays. So - if it takes a few milliseconds to post the log to disc, the
// application that post()s to the log does not have to wait. Write back happens
// about once per second when enabled. Files can be appended or overwritten.

class DiscLogger : private Thread { // Double buffered lazy writer.
private:
Mutex BufferControlMutex; // Protects buffers while swapping.
Mutex FlushMutex; // Protects flush operations.
string myPath; // Where the file should be written.
string BufferA; // Log data buffer A.
string BufferB; // Log data buffer B.
bool UseANotB; // Indicates the active buffer.
bool isDirty; // True if data not yet written.
bool isBad; // True if last write failed.
bool isTimeToStop; // True when shutting down.
bool inAppendMode; // True when in append mode.
string& FlushingBuffer() { return ((UseANotB)?BufferA:BufferB); } // Returns the buffer for flushing.
string& PostingBuffer() { return ((UseANotB)?BufferB:BufferA); } // Returns the buffer for posting.
bool isEnabled; // True when this should run.
void myTask(); // Write back thread task.

public:
DiscLogger(string N = "UnNamed"); // Constructs and starts the thread.
~DiscLogger(); // Flushes and stops the thread.

string Path(const string PathName) { // Sets the file path.
ScopeMutex NewSettings(BufferControlMutex);
myPath = PathName;
return myPath;
}
string Path() { // Returns the file path.
ScopeMutex DontMove(BufferControlMutex);
return myPath;
}

bool AppendMode(const bool AppendNotOverwrite) { // Sets append mode if true.
return (inAppendMode = AppendNotOverwrite);
}
bool AppendMode() { return (inAppendMode); } // True if in append mode.

bool OverwriteMode(const bool OverwriteNotAppend) { // Sets overwrite mode if true.
return (inAppendMode = (!OverwriteNotAppend));
}
bool OverwriteMode() { return (!inAppendMode); } // True if in overwrite mode.

void post(const string Input, const string NewPath = ""); // Post Input to log, [set path].
void flush(); // Flush right now!
bool Bad() { return (isBad); } // True if last write failed.
bool Good() { return (!isBad); } // True if not Bad();
bool Dirty() { return (isDirty); } // True if data needs to be written.
bool Enabled(const bool MakeEnabled) { return (isEnabled = MakeEnabled); } // Enables writing if true.
bool Enabled() { return (isEnabled); } // True if enabled.

const static ThreadType Type; // The thread's type.

const static ThreadState DiscLogger_Flush; // Flushing state.
const static ThreadState DiscLogger_Wait; // Waiting state.

};

//// IPTestRecord //////////////////////////////////////////////////////////////
// Contains a complete analysis of a given IP. snf_RulebaseHandler provides a
// test facility that accepts and processes IPTestRecord objects. The calling
// process can then submit the IPTestRecord along with it's action to the
// snfLOGmgr for logging.

class IPTestRecord { // IP Analysis Record.
public:
IP4Address IP; // The IP to be tested.
GBUdbRecord G; // The GBUdb Record for the IP.
snfIPRange R; // The GBUdb classification (range).
int Code; // Code associated with Range.
IPTestRecord(IP4Address testIP) : IP(testIP), Code(0) {} // Construct with an IP.
};

//// snfScanData ///////////////////////////////////////////////////////////////
// Contains testing data for a message.
// It's defined here in the LOGmgr module because this is the module that must
// log and collect statistics for each scanned message. The snfScanData object
// is the standardized way each engine reports it's scan results to snfLOGmgr.

const int MaxIPsPerMessage = 50; // Maximum number of IPs to scan per message.

struct IPScanRecord { // Structure for IP scan results.
int Ordinal; // Which IP starting with zero.
unsigned int IP; // What is the IP.
GBUdbRecord GBUdbData; // GBUdb data.
};

class snfScanData { // Scan Data record for each message.

private:

IPScanRecord MyIPScanData[MaxIPsPerMessage]; // Array of IP scan results.
int MyIPCount; // Count of IP scan results.
bool DrillDownFlags[MaxIPsPerMessage]; // DrillDown flags. (Set Ignore).

int SourceIPOrdinal; // Ordinal to source IP scan data.
bool SourceIPFoundFlag; // True if source IP is set.
snfIPRange SourceIPRangeFlag; // GBUdb detection range for source IP.

IP4Address myCallerForcedSourceIP; // Caller forced source IP if not 0UL.
IP4Address myHeaderDirectiveSourceIP; // Header forced source IP if not 0UL.

public:

snfScanData(int ScanHorizon); // Constructor.
~snfScanData(); // Destructor.

// The ReadyToClear bit helps multi-phase input situations where the first
// phase might add some input data before calling the base-level scanner.
// In those cases, the pre-scan-phase will clear() the ScanData (and with
// it the ReadyToClear bit) before adding a few critical pieces of data -
// such as the scan name and the scan-start UTC for example. When the base
// level scanner is called to perform the actual scan, the clear() call
// will be inert so that any pre-set data will be preserved.

bool ReadyToClear; // True when Logging is done.
void clear(); // Clear for a new message.

class NoFreeIPScanRecords {}; // Thrown when we run out of scan records.
class OutOfBounds {}; // Thrown in IPScanData if no record at i.

int IPScanCount(); // Return the number of IPs.
IPScanRecord& newIPScanRecord(); // Get the next free IP scan record.
IPScanRecord& IPScanData(int i); // Return the IP scan record i.

// 20080221 _M We can now define in header directives patterns for Received
// headers that we should drill past if they show up as a message source
// candidate. This allows GBUdb to learn to ignore certain IPs automatically
// as they arrive either by IP stubs such as "[12.34.56." or by reverse DNS
// data such as "friendly.example.com [". When the header directives engine
// scans the headers it will call drillPastOrdinal for any Received header
// that matches a <drilldown/> directive. Later when the header analysis
// engine tries to pick the source for the message it will check each source
// candidate against the isDrillDownSource() method. If the source is to be
// ignored then it will set the ignore flag for that IP, process it as if
// it were ignored, and continue searching for the actual source.

void drillPastOrdinal(int O); // Sets Drill Down flag for IP record O.
bool isDrillDownSource(IPScanRecord& X); // True if we drill through this source.

IP4Address HeaderDirectiveSourceIP(IP4Address A); // set Header directive source IP.
IP4Address HeaderDirectiveSourceIP(); // get Header directive source IP.
IP4Address CallerForcedSourceIP(IP4Address A); // set Caller forced source IP.
IP4Address CallerForcedSourceIP(); // get Caller forced source IP.

IPScanRecord& SourceIPRecord(IPScanRecord& X); // Sets the source IP record.
IPScanRecord& SourceIPRecord(); // Gets the source IP record.
bool FoundSourceIP(); // True if the source IP record was set.
snfIPRange SourceIPRange(); // GET Source IP range.
snfIPRange SourceIPRange(snfIPRange R); // SET Source IP range for this scan.

// Direct access data...

string SourceIPEvaluation; // GBUdb Source IP evaluation.

// LogControl and General Message Flags

time_t StartOfJobUTC; // Timestamp at start of job.
int SetupTime; // Time in ms spent setting up to scan.
string ScanName; // Identifying name or message file name.
Timer ScanTime; // Scan time in ms.
int ScanDepth; // Scan Depth in evaluators.

string ClassicLogText; // Classic log entry text if any.
string XMLLogText; // XML log entry text if any.
string XHDRsText; // XHeaders text if any.
bool XHeaderInjectOn; // True if injecting headers is on.
bool XHeaderFileOn; // True if creating .xhdr file is on.

bool MessageFileTypeCGPOn; // Expect a CGP type message file.

unsigned int ScanSize; // What size is the scan request.

// GBUdb Activity Flags

bool GBUdbNormalTriggered; // True if GBUdb indeterminate IP source.

bool GBUdbWhiteTriggered; // True if GBUdb found source IP white.
bool GBUdbWhiteSymbolForced; // True if white was on and symbol was set.
bool GBUdbPatternSourceConflict; // True if pattern was found with white IP.
bool GBUdbAutoPanicTriggered; // True if autopanic was triggered.
bool GBUdbAutoPanicExecuted; // True if an autopanic was added.

bool GBUdbBlackTriggered; // True if GBUdb found source IP black.
bool GBUdbBlackSymbolForced; // True if black was on and symbol was set.
bool GBUdbTruncateTriggered; // True if Truncate was possible.
bool GBUdbPeekTriggered; // True if we could peek.
bool GBUdbSampleTriggered; // True if we could sample.
bool GBUdbTruncateExecuted; // True if we actually did truncate.
bool GBUdbPeekExecuted; // True if we peeked instead of truncating.
bool GBUdbSampleExecuted; // True if we sampled.

bool GBUdbCautionTriggered; // True if GBUdb found source IP suspicous.
bool GBUdbCautionSymbolForced; // True if caution was on and symbol was set.

// Rule panics

set<int> RulePanics; // A list of rule IDs panicked this scan.

// Pattern Engine Scan Result Data

vector<unsigned char> FilteredData; // Message data after filter chain.
unsigned long int HeaderDirectiveFlags; // Flags set by header directives.

bool PatternWasFound; // True if the pattern engine matched.
int PatternID; // The winning rule ID.
int PatternSymbol; // The associated symbol.

list<snf_match> MatchRecords; // List of match records.
list<snf_match>::iterator MatchRecordsCursor; // Localized iterator for match records.
int MatchRecordsDelivered; // Match records seen so far.

int CompositeFinalResult; // What the scan function returned.

};

//// SMHDMY counter
//
// Provides a running SUM for a series of sliding windows. The input() expects
// a new piece of data every second (or so). It is presumed that another counter
// will keep track of the actual milliseconds if accuracy is required. The object
// is all primative data parts so it is possible to store and retrieve this object
// in binary format on the same system when that's helpful.

class snf_SMHDMY_Counter { // Sliding window "live" counter.
private:

bool do_input(int X, int& SUM, int* DATA, int& ORDINAL, int SIZE); // Subroutine for assimilating input.

public:
snf_SMHDMY_Counter() { // When making a new one, reset all
memset(this, 0, sizeof(snf_SMHDMY_Counter)); // data to zero. It's all ints ;-)
}

// 60 seconds is a minute (6 x 10)

int SEC6DATA[6], SEC6SUM, SEC6ORDINAL;
int SEC10DATA[10], SEC10SUM, SEC10ORDINAL;

// 60 minutes is an hour (6 x 10)

int MIN6DATA[6], MIN6SUM, MIN6ORDINAL;
int MIN10DATA[10], MIN10SUM, MIN10ORDINAL;

// 24 hours is a day (4 x 6)

int HOUR4DATA[4], HOUR4SUM, HOUR4ORDINAL;
int HOUR6DATA[6], HOUR6SUM, HOUR6ORDINAL;

// 7 days is a week (7)

int WEEK7DATA[7], WEEK7SUM, WEEK7ORDINAL;

// 30 days is a month (5 x 6)

int MONTH5DATA[5], MONTH5SUM, MONTH5ORDINAL;
int MONTH6DATA[6], MONTH6SUM, MONTH6ORDINAL;

// 12 months (almost) is a year (3 x 4)

int YEAR3DATA[3], YEAR3SUM, YEAR3ORDINAL;
int YEAR4DATA[4], YEAR4SUM, YEAR4ORDINAL;

// 365 days is a year

int YEAR365DATA[365], YEAR365SUM, YEAR365ORDINAL;

void input(int X); // Add new data to the counter.

bool Cycled60Seconds() { return (0 == SEC6ORDINAL && 0 == SEC10ORDINAL); } // Full cycle of data for seconds.
int Sum60Seconds() { return SEC10SUM; }
int Sum66Seconds() { return (SEC6SUM + SEC10SUM); }
int SumThru1Minute() { return Sum66Seconds(); } // All samples thru one minute.

bool Cycled60Minutes() { // Full cycle of data for minutes.
return (Cycled60Seconds() && 0 == MIN6ORDINAL && 0 == MIN10ORDINAL);
}

int Sum60Minutes() { return MIN10SUM; }
int Sum66Minutes() { return (MIN6SUM + MIN10SUM); }
int SumThru1Hour() { return SumThru1Minute() + Sum66Minutes(); } // All samples thru one hour.

bool Cycled24Hours() { // Full cycle of data for hours.
return (Cycled60Minutes() && 0 == HOUR4ORDINAL && 0 == HOUR6ORDINAL);
}

int Sum24Hours() { return HOUR6SUM; }
int Sum28Hours() { return (HOUR4SUM + HOUR6SUM); }
int SumThru1Day() { return SumThru1Hour() + Sum28Hours(); } // All samples thru one day.

bool Cycled7Days() { return (Cycled24Hours() && 0 == WEEK7ORDINAL); } // Full cycle of data for week.

int Sum7Days() { return WEEK7SUM; }
int SumThru1Week() { return SumThru1Day() + Sum7Days(); } // All samples thru one week.

bool Cycled30Days() { // Full cycle of data for month.
return (Cycled24Hours() && 0 == MONTH6ORDINAL && 0 == MONTH5ORDINAL);
}

int Sum30Days() { return MONTH6SUM; }
int Sum35Days() { return (MONTH5SUM + MONTH6SUM); }
int SumThru1Month() { return SumThru1Day() + Sum35Days(); } // All samples thu one month.

bool Cycled12Months() { // Full cycle of data for 12 months.
return (Cycled30Days() && 0 == YEAR3ORDINAL && 0 == YEAR4ORDINAL);
}

int Sum450Days() { return (YEAR3SUM + YEAR4SUM); }
int SumThru1Year() { return SumThru1Month() + Sum450Days(); } // All samples thru one year.

bool Cycled365Days() { return (Cycled24Hours() && 0 == YEAR365ORDINAL); } // Full cycle of data for 365 days.

int Sum365Days() { return YEAR365SUM; }

};

//// snfLOGmgr /////////////////////////////////////////////////////////////////

// A note about the LOG manager and configuration data:
// Events that are logged with the log manager may come from scans using
// different configurations. In order to keep things as sane as possible,
// operations that are dependent on configuration information such as creating
// log file entries or producing status page data will require that an
// appropriate snfCFGData object be provided by reference and that the
// snfCFGData object be guaranteed to remain stable for the duration of the
// call. Changing snfCFGData may result in inconsistent results.
//
// This requirement is fairly easy to accomplish since posts to the LOGmgr
// will come from scanning engines that have a snfCFGPacket "grab()ed" during
// their operations, and executive requests will come from the ruelbase
// manager which can grab a snfCFGPacket for the duration of the request.

const int NumberOfResultCodes = 64;

class snfCounterPack {
public:
snfCounterPack(); // Construct new CounterPacks clean.
void reset(); // How to reset a counter pack.

Timer ActiveTime; // Measures Active (swapped in) Time.

struct {

unsigned long Scans; // Number of messages scanned.
unsigned long Spam; // Count of spam results.
unsigned long Ham; // Count of ham results.

unsigned long GBUdbNormalTriggered; // Count of indeterminate gbudb IP hits.

unsigned long GBUdbWhiteTriggered; // Count of GBUdb found source IP white.
unsigned long GBUdbWhiteSymbolForced; // Count of white was on and symbol was set.
unsigned long GBUdbPatternSourceConflict; // Count of pattern was found with white IP.
unsigned long GBUdbAutoPanicTriggered; // Count of autopanic was triggered.
unsigned long GBUdbAutoPanicExecuted; // Count of an autopanic was added.

unsigned long GBUdbBlackTriggered; // Count of GBUdb found source IP black.
unsigned long GBUdbBlackSymbolForced; // Count of black was on and symbol was set.
unsigned long GBUdbTruncateTriggered; // Count of Truncate was possible.
unsigned long GBUdbPeekTriggered; // Count of we could peek.
unsigned long GBUdbSampleTriggered; // Count of we could sample.
unsigned long GBUdbTruncateExecuted; // Count of if we actually did truncate.
unsigned long GBUdbPeekExecuted; // Count of we peeked instead of truncating.
unsigned long GBUdbSampleExecuted; // Count of we sampled.

unsigned long GBUdbCautionTriggered; // Count of GBUdb found source IP suspicous.
unsigned long GBUdbCautionSymbolForced; // Count of caution was on and symbol was set.

unsigned long PatternWasFound; // Count of scanner matches.

unsigned long RulePanicFound; // Count of rule panics.

} Events;
};

//// Interval timers precisely track the time between hack()s. There are
//// two timers inside. One is active, the other is stopped. Each time hack()
//// is called, one timer becomes active at the moment the other is stopped.

class IntervalTimer { // Precision interval timer.

private:

Timer A; // Here is one timer.
Timer B; // Here is the other timer.
bool ANotB; // True if A is the active timer.

Timer& Active(); // Selects the active timer.
Timer& Inactive(); // Selects the inactive timer.

public:

msclock hack(); // Chop off a new interval & return it.
msclock Interval(); // Return the last interval.
msclock Elapsed(); // Return the time since last hack.
};

//// PersistentState stores the counters we keep between runs.

class snfLOGPersistentState {
public:

snfLOGPersistentState() : Ready(0) {}

bool Ready; // True if we're ready to use.

void store(string& FileNameToStore); // Write the whole thing to a file.
void restore(string& FileNameToRestore); // Read the whole thing from a file.

time_t LastSyncTime; // time_t of last Sync event.
time_t LastSaveTime; // time_t of last GBUdb Save event.
time_t LastCondenseTime; // time_t of last GBUdb Condense event.

int LatestRuleID; // Latest rule ID seen so far.
int SerialNumberCounter; // Remembers the serial number.
};

class snfLOGmgr : private Thread {

private:

Mutex MyMutex; // Mutex to serialize updates & queries.
Mutex ConfigMutex; // Mutex to protect config changes.
Mutex SerialNumberMutex; // Protects the serial number.
Mutex PeekMutex; // Protects Peek Loop Counter.
Mutex SampleMutex; // Protects Sample Loop Counter.
Mutex StatusReportMutex; // Protects status report post & get.

snfCounterPack CounterPackA, CounterPackB; // Swapable counter packs.

snfCounterPack* CurrentCounters; // Current Event Counters.
snfCounterPack* ReportingCounters; // Counters being used to collect data.

snfCounterPack* getSnapshot(); // Get a copy of the current counters.

volatile bool Configured; // True if we're properly configured.
volatile bool TimeToDie; // True when the thread should stop.

volatile int PeekEnableCounter; // How many peek attempts recently?
volatile int SampleEnableCounter; // How many sample attempts recently?
void myTask(); // Thread task.

time_t StartupTime; // Time since engine started.

snfLOGPersistentState Status; // Persistent State Data.
string PersistentFileName; // File name for the State Data.

snfNETmgr* myNETmgr; // Net manager link.
GBUdb* myGBUdb; // GBUdb link.

// Configuration

string ActiveRulebaseUTC; // UTC of last successful load.
string AvailableRulebaseUTC; // UTC of rulebase available for update.
bool NewerRulebaseIsAvailable; // True if a newer rulebase is available.

string myPlatformVersion; // Version info for platform.

bool Rotate_LocalTime; // Rotate logs using localtime.

string LogsPath; // Path to logs directory.
bool ClassicLogRotate; // True = Rotate Classic Log.
bool XMLLogRotate; // True = Rotate XML Log.

// Live stats

snf_SMHDMY_Counter MessageCounter;
snf_SMHDMY_Counter HamCounter;
snf_SMHDMY_Counter SpamCounter;
snf_SMHDMY_Counter WhiteCounter;
snf_SMHDMY_Counter CautionCounter;
snf_SMHDMY_Counter BlackCounter;
snf_SMHDMY_Counter TruncateCounter;
snf_SMHDMY_Counter SampleCounter;
snf_SMHDMY_Counter AutoPanicCounter;
snf_SMHDMY_Counter RulePanicCounter;
snf_SMHDMY_Counter TimeCounter;

// Histograms

Histogram ResultsSecond;
Histogram ResultsMinute;
Histogram ResultsHour;
Histogram RulesSecond;
Histogram RulesMinute;
Histogram RulesHour;
Histogram PanicsSecond;
Histogram PanicsMinute;
Histogram PanicsHour;

// Reporting

string NodeId; // We need this for our status msgs.
void do_StatusReports(); // Update & sequence status reports.

int XML_Log_Mode; // What is the XML log mode.
int Classic_Log_Mode; // What is the Classic log mode.

// Every second we get the basics and collect data. (local only)

bool SecondReport_Log_OnOff;
bool SecondReport_Append_OnOff;
string SecondReport_Log_Filename;
string SecondReportText;
string SecondReportTimestamp;
bool do_SecondReport(); // Send our 1 second status report.

// Every minute we get hard data and event logs. (for sync)

bool MinuteReport_Log_OnOff;
bool MinuteReport_Append_OnOff;
string MinuteReport_Log_Filename;
string MinuteReportText;
string MinuteReportTimestamp;
Histogram PatternRulesHistogram;
bool do_MinuteReport(); // Send our 1 minute status report.

// Every hour we get a summary.

bool HourReport_Log_OnOff;
bool HourReport_Append_OnOff;
string HourReport_Log_Filename;
string HourReportText;
string HourReportTimestamp;
bool do_HourReport(); // Send our 1 hour status report.

void postStatusLog( // Post a Status log if required.
const string& LogData, // Here's the log entry's data.
const string& LogFileName, // Here is where it should go.
const bool LogEnabled, // This is true if we should write it.
const bool AppendNotOverwrite, // True=Append, False=Overwrite.
DiscLogger& Logger // Lazy Log Writer to use.
);

DiscLogger SecondStatusLogger; // Lazy writer for Second status.
DiscLogger MinuteStatusLogger; // Lazy writer for Minute status.
DiscLogger HourStatusLogger; // Lazy writer for Hour status.
DiscLogger XMLScanLogger; // Lazy writer for XML Scan log.
DiscLogger ClassicScanLogger; // Lazy writer for Classic Scan log.

void doXHDRs(snfCFGData& CFGData, snfScanData& ScanData); // XHDR sub routine for LogThisScan()
void doXMLLogs(snfCFGData& CFGData, snfScanData& ScanData); // XML sub routine for LogThisScan()
void doClassicLogs(snfCFGData& CFGData, snfScanData& ScanData); // Classic sub routine for LogThisScan()

void captureLTSMetrics(snfCFGData& CFGData, snfScanData& ScanData); // LogThisScan section 1, Locked.
void performLTSLogging(snfCFGData& CFGData, snfScanData& ScanData); // LogThisScan section 2, Unlocked.

public:

snfLOGmgr(); // Initialize & start the thread.
~snfLOGmgr(); // Stop the thread & clean up.

void stop(); // Stops the manager.

void linkNETmgr(snfNETmgr& N); // Link in my NETmgr
void linkGBUdb(GBUdb& G); // Link in my GBUdb

void configure(snfCFGData& CFGData); // Update the configuration.

void updateActiveUTC(string ActiveUTC); // Set active rulebase UTC.

void logThisIPTest(IPTestRecord& I, string Action); // Capthre the data from an IP test.

void logThisScan(snfCFGData& CFGData, snfScanData& ScanData); // Capture the data from this scan.

void logThisError(snfScanData& ScanData, const string ContextName, // Inject an error log entry for this
const int Code, const string Text // scan using this number & message.
);

void logThisError(string ContextName, int Code, string Text); // Log an error message.

void logThisInfo(string ContextName, int Code, string text); // Log an informational message.

string PlatformVersion(string NewPlatformVersion); // Set platform version info.
string PlatformVersion(); // Get platform version info.

string EngineVersion(); // Get engine version info.

void updateAvailableUTC(string& AvailableRulebaseTimestamp); // Stores Available, true==update ready.
string ActiveRulebaseTimestamp(); // Get active rulebase timestamp.
string AvailableRulebaseTimestamp(); // Get available rulebase timestamp.
bool isUpdateAvailable(); // True if update is available.


bool OkToPeek(int PeekOneInX); // Check to see if it's ok to peek.
bool OkToSample(int SampleOneInX); // Check to see if it's ok to sample.

time_t Timestamp(); // Get an ordinary timestamp.
string Timestamp(time_t t); // Convert time_t to a timestamp s.
string& Timestamp(string& s); // Appends a current timestamp in s.
string LocalTimestamp(time_t t); // Convert time_t to a local timestamp s.
string& LocalTimestamp(string& s); // Appends a current local timestamp in s.
unsigned int SerialNumber(); // Returns the next serial number.
string& SerialNumber(string& s); // Appends the next serial number.

void RecordSyncEvent(); // Sets timestamp of latest Sync.
int SecsSinceLastSync(); // Gets seconds since latest Sync.
void RecordSaveEvent(); // Sets timestamp of latest Save.
int SecsSinceLastSave(); // Gets seconds since latest Save.
void RecordCondenseEvent(); // Sets timestamp of latest Condense.
int SecsSinceLastCondense(); // Gets seconds since latest Condense.

// Live stats functions

double MessagesPerMinute(); // Avg Msgs/Minute.
double HamPerMinute(); // Avg Ham/Minute.
double SpamPerMinute(); // Avg Spam/Minute.
double WhitePerMinute(); // Avg White/Minute.
double CautionPerMinute(); // Avg Caution/Minute.
double BlackPerMinute(); // Avg Black/Minute.
double TruncatePerMinute(); // Avg Truncate/Minute.
double SamplePerMinute(); // Avg Sample/Minute.
int LatestRuleID(); // Returns the latest Rule ID seen.

int RunningTime(); // Seconds running since startup.

string getStatusSecondReport(); // Get latest status.second report.
string getStatusMinuteReport(); // Get latest status.minute report.
string getStatusHourReport(); // Get latest status.hour report.

const static ThreadType Type; // The thread's type.

};

#include "snfLOGmgr.inline.hpp"

#endif

//// End snfLOGmgr include only once
////////////////////////////////////////////////////////////////////////////////

+ 0
- 122
SNFMulti/snfLOGmgr.inline.hpp Näytä tiedosto

@@ -1,122 +0,0 @@
// snfLOGmgr.inline.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC.
// Inline methods for the snfLOGmgr

//// snfScanData ///////////////////////////////////////////////////////////////

inline int snfScanData::IPScanCount() { // Return the number of IPs.
return MyIPCount;
}

inline IPScanRecord& snfScanData::newIPScanRecord() { // Get the next free IP scan record.
if(MaxIPsPerMessage <= MyIPCount) { // Check that we have more records.
throw NoFreeIPScanRecords(); // If we do not then throw!
} // If we do have more records then
IPScanRecord& NewRecord = MyIPScanData[MyIPCount]; // Pick the next available one,
NewRecord.Ordinal = MyIPCount; // set the ordinal value,
++MyIPCount; // increase our count, and
return NewRecord; // return the one we picked.
}

inline IPScanRecord& snfScanData::IPScanData(int i) { // Return the IP scan record i.
if(MyIPCount <= i || 0 > i) { // First check that i is in bounds.
throw OutOfBounds(); // if it is not then throw!
} // If the record for [i] is available
return MyIPScanData[i]; // return it.
}

inline void snfScanData::drillPastOrdinal(int O) { // Sets Drill Down flag for IP record O.
if(0 <= O && O < MaxIPsPerMessage) { // If O is a useable Received ordinal
DrillDownFlags[O] = true; // then set the Drill Down Flag for O.
}
}

inline bool snfScanData::isDrillDownSource(IPScanRecord& X) { // True if we drill through this source.
if(
(0UL != myCallerForcedSourceIP) || // If the source IP has been forced by
(0UL != myHeaderDirectiveSourceIP) // the caller or by a header directive
) return false; // then drilldowns are disabled.
// Otherwise check for a drilldown flag.
return DrillDownFlags[X.Ordinal]; // Presuming X is valid, return the flag.
} // If X is not valid we may blow up!

inline IPScanRecord& snfScanData::SourceIPRecord(IPScanRecord& X) { // Sets the source IP record.
SourceIPOrdinal = X.Ordinal; // Here's the ordinal.
SourceIPFoundFlag = true; // Here's the truth flag.
return X; // Return what was set.
}

inline IPScanRecord& snfScanData::SourceIPRecord() { // Gets the source IP record.
return IPScanData(SourceIPOrdinal); // Return the IP record, or throw
} // OutOfBounds.

inline bool snfScanData::FoundSourceIP() { // True if the source IP record was set.
return SourceIPFoundFlag; // Return what the flag says.
}

inline snfIPRange snfScanData::SourceIPRange(snfIPRange R) { // Establish the IP range.
return (SourceIPRangeFlag = R); // set and return the value w/ R.
}

inline snfIPRange snfScanData::SourceIPRange() { // Gets the source IP detection range.
return SourceIPRangeFlag; // Return what the flag says.
}

inline IP4Address snfScanData::HeaderDirectiveSourceIP(IP4Address A) { // set Header directive source IP.
if(0UL == myHeaderDirectiveSourceIP) myHeaderDirectiveSourceIP = A; // If this value is not set, set it.
return myHeaderDirectiveSourceIP; // Return the value.
}

inline IP4Address snfScanData::HeaderDirectiveSourceIP() { // get Header directive source IP.
return myHeaderDirectiveSourceIP; // Return the current value.
}

inline IP4Address snfScanData::CallerForcedSourceIP(IP4Address A) { // set Caller forced source IP.
if(0UL == myCallerForcedSourceIP) myCallerForcedSourceIP = A; // If this value is not set, set it.
return myCallerForcedSourceIP; // Return the value.
}

inline IP4Address snfScanData::CallerForcedSourceIP() { // get Caller forced source IP.
return myCallerForcedSourceIP; // Return the current value.
}

//// snfLOGmgr /////////////////////////////////////////////////////////////////

inline void snfLOGmgr::updateActiveUTC(string ActiveUTC) { // Update Active Rulebase UTC.
ScopeMutex Freeze(MyMutex); // Protect the strings.
ActiveRulebaseUTC = ActiveUTC; // Update the active timestamp.
NewerRulebaseIsAvailable = false; // Update availability is now unknown.
}

inline void snfLOGmgr::updateAvailableUTC(string& AvailableRulebaseTimestamp) { // Changes update avialability stamp.
ScopeMutex Freeze(MyMutex); // Protect the strings.
AvailableRulebaseUTC = AvailableRulebaseTimestamp; // Store the new timestamp.
if(0 < AvailableRulebaseUTC.compare(ActiveRulebaseUTC)) { // If the available timestamp is newer
NewerRulebaseIsAvailable = true; // than the active then set the flag.
} else { // If it is not newer then
NewerRulebaseIsAvailable = false; // reset the flag.
}
}

inline string snfLOGmgr::ActiveRulebaseTimestamp() { // Get active rulebase timestamp.
ScopeMutex Freeze(MyMutex); // Protect the string.
return ActiveRulebaseUTC; // Return it.
}

inline string snfLOGmgr::AvailableRulebaseTimestamp() { // Get available rulebase timestamp.
ScopeMutex Freeze(MyMutex); // Protect the strings.
return AvailableRulebaseUTC; // Return the available timestamp.
}

inline bool snfLOGmgr::isUpdateAvailable() { // True if update is available.
return NewerRulebaseIsAvailable; // Return the flag's value.
}

inline int snfLOGmgr::LatestRuleID() { // Query the latest rule id.
return Status.LatestRuleID; // This simple value is atomic
} // so we can read it without the mutex.

inline int snfLOGmgr::RunningTime() { // Get the time we've been alive.
return (int) difftime(Timestamp(), StartupTime);
}

+ 0
- 778
SNFMulti/snfNETmgr.cpp Näytä tiedosto

@@ -1,778 +0,0 @@
// snfNETmgr.cpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// See snfNETmgr.hpp for details.

#include <sys/types.h>
#include <sys/stat.h>
#include <ctime>
#include <cstring>
#include <string>
#include <vector>
#include <fstream>
#include <sstream>
#include "snfNETmgr.hpp"
#include "snf_sync.hpp"
#include "../CodeDweller/mangler.hpp"
#include "../CodeDweller/base64codec.hpp"
// #include "tcp_watchdog.hpp" No longer using TCPWatchdog -- see below _M

using namespace std;
///// utilities ////////////////////////////////////////////////////////////////
const int MSecsInSecs = 1000; // Multiplier - seconds to milliseconds.
unsigned long long int SecsAsMSecs(unsigned int Secs) {
return (MSecsInSecs * Secs);
}

//// snfNETmgr /////////////////////////////////////////////////////////////////

const ThreadType snfNETmgr::Type("snfNETManager"); // The thread's type.

const ThreadState snfNETmgr::Sleeping("Sleeping"); // Taking a break.
const ThreadState snfNETmgr::SYNC_Connect("Connecting"); // Connecting to SYNC server.
const ThreadState snfNETmgr::SYNC_Read_Challenge("Reading challenge"); // Reading challenge.
const ThreadState snfNETmgr::SYNC_Compute_Response("Computing crypto"); // Computing crypto response.
const ThreadState snfNETmgr::SYNC_Send_Response("Sending crypto"); // Sending crypto response.
const ThreadState snfNETmgr::SYNC_Read_Availabilty("Reading Availability"); // Reading rulebase status.
const ThreadState snfNETmgr::SYNC_Send_GBUdb_Alerts("Sending GBUdb"); // Sending GBUdb alerts.
const ThreadState snfNETmgr::SYNC_Send_Status_Reports("Sending Status"); // Sending status reports.
const ThreadState snfNETmgr::SYNC_Send_Samples("Sending Samples"); // Sending message samples.
const ThreadState snfNETmgr::SYNC_Send_End_Of_Report("Sending End"); // Sending end of client data.
const ThreadState snfNETmgr::SYNC_Read_Server_Response("Reading Server"); // Reading server data.
const ThreadState snfNETmgr::SYNC_Close_Connection("Closing Connection"); // Closing connection.
const ThreadState snfNETmgr::SYNC_Parse_GBUdb_Reflections("Parsing GBUdb"); // Parsing GBUdb reflections.
const ThreadState snfNETmgr::SYNC_Log_Event("Logging SYNC"); // Logging SYNC event.

snfNETmgr::snfNETmgr() : // Starting up the NETmgr
Thread(snfNETmgr::Type, "NET Manager"), // Network manager and Name.
myLOGmgr(NULL), // No LOGmgr yet.
isTimeToStop(false), // Not time to stop yet.
isConfigured(false), // Not configured yet.
SYNCTimer(30000), // Sync every 30 secs by default.
SyncSecsOverride(-1) { // Override is -1 (off) by default.
run(); // Run the thread.
}

snfNETmgr::~snfNETmgr() { // On descruction, NETmgr must
stop(); // Stop it's thread (if not already)
myLOGmgr = NULL; // Clear out the LOGmgr hookup
isConfigured = false; // and the configured flag.
}

void snfNETmgr::stop() { // The stop method...
if(!isTimeToStop) { // only does it's work once:
isTimeToStop = true; // tells it's thread to stop
join(); // and waits for it to shut down.
}
}

void snfNETmgr::myTask() { // Here's the thread task.
Sleeper WaitASecond(1000); // Heartbeat timer.
while(false == isTimeToStop) { // Until it's time to stop,
CurrentThreadState(Sleeping); // post our status,
WaitASecond(); // pause for a second,
if(isConfigured) { // then poll our tasks.

// Do stuff here that requires configuration data.

if(SYNCTimer.isExpired()) { sync(); SYNCTimer.restart(); } // If it's time to sync - do it :-)

}
}
}

void snfNETmgr::linkLOGmgr(snfLOGmgr& L) { // Set the LOGmgr.
myLOGmgr = &L;
}

void snfNETmgr::linkGBUdbmgr(snfGBUdbmgr& G) { // Set the GBUdbmgr.
myGBUdbmgr = &G;
}

// In theory, configure will get called each time the rulebase manager loads
// a new configuration / rulebase. The configure() method updates the bits of
// NETmgr that run background tasks. Live-Data tasks pass their grab()bed
// CFGData object in order to maintain self-consistency.

void snfNETmgr::configure(snfCFGData& CFGData) { // Update the configuration.
ScopeMutex CFGDataExchange(ConfigMutex); // Lock the config data during updates.

// Update the internal config data from CFGData while we are locked.
// Internal functions which depend on this data will lock the object,
// grab the bits they depend upon for that pass, and then unlock.

RulebaseFilePath = CFGData.RuleFilePath; // Where we can find our rulebase?
SyncHostName = CFGData.network_sync_host; // Where do we connect to sync?
SyncHostPort = CFGData.network_sync_port; // What port do we use to sync?

HandshakeFilePath = CFGData.paths_workspace_path + ".handshake"; // Where we store our handshake.
UpdateReadyFilePath = CFGData.paths_workspace_path + "UpdateReady.txt"; // Where we put update trigger files.

SyncSecsConfigured = CFGData.network_sync_secs; // Capture the configured sync time.

if(0 > SyncSecsOverride) { // If the sync timer isn't in override,
if(SYNCTimer.getDuration() != SecsAsMSecs(SyncSecsConfigured)) { // And the config time is different than
SYNCTimer.setDuration(SecsAsMSecs(SyncSecsConfigured)); // the timer's current setting then set
} // the timer to the new value.
} // If we are in override, timer is set.

License = CFGData.node_licenseid; // Capture our node id (license id).
SecurityKey = CFGData.SecurityKey; // Capture our security key.
evolvePad(CFGData.SecurityKey); // Seed our Pad generator with it.

// Safety check before turning this on ;-)

if(
NULL != myLOGmgr &&
NULL != myGBUdbmgr
) { // If we are properly linked then
isConfigured = true; // at this point we are configured!
}
}

void snfNETmgr::sendSample( // Send a sampled message...
snfCFGData& CFGData, // Use this configuration,
snfScanData& ScanData, // Include this scan data,
const unsigned char* MessageBuffer, // This is the message itself
int MessageLength // and it is this size.
) {
string TimeStamp; (*myLOGmgr).Timestamp(TimeStamp); // Grab a timestamp.
ostringstream XML; // Make formatting easier with this.

//-- <sample...>

XML << "<sample node=\'" << CFGData.node_licenseid << "\' "
<< "time=\'" << TimeStamp << "\' "
<< "result=\'" << ScanData.CompositeFinalResult << "\'>" << endl;

//-- <ip...>

XML << "<ip range=\'";
string IPRange;
switch(ScanData.SourceIPRange()) {
case Unknown: { IPRange = "Unknown"; break; } // Unknown - not defined.
case White: { IPRange = "White"; break; } // This is a good guy.
case Normal: { IPRange = "Normal"; break; } // Benefit of the doubt.
case New: { IPRange = "New"; break; } // It is new to us.
case Caution: { IPRange = "Caution"; break; } // This is suspicious.
case Black: { IPRange = "Black"; break; } // This is bad.
case Truncate: { IPRange = "Truncate"; break; } // Don't even bother looking.
}

SocketAddress IP;
IP.setAddress(ScanData.SourceIPRecord().IP);

XML << IPRange << "\' ip=\'" << (string) IP4Address(IP.getAddress()) << "\' t=\'";

string IPType;
switch(ScanData.SourceIPRecord().GBUdbData.Flag()) {
case Good: { IPType = "Good"; break; }
case Bad: { IPType = "Bad"; break; }
case Ugly: { IPType = "Ugly"; break; }
case Ignore: { IPType = "Ignore"; break; }
}

XML << IPType << "\' b=\'" << ScanData.SourceIPRecord().GBUdbData.Bad()
<< "\' g=\'" << ScanData.SourceIPRecord().GBUdbData.Good()
<< "\'/>" << endl;

//-- <match...> as many as needed

if(0 < ScanData.MatchRecords.size()) { // If we have match records - emit them.
list<snf_match>::iterator iM; // Grab an iterator.
for( // Emit each snf_match entry.
iM = ScanData.MatchRecords.begin();
iM != ScanData.MatchRecords.end();
iM++) {
XML << "<match r=\'" << (*iM).ruleid << "\' "
<< "g=\'" << (*iM).symbol << "\' "
<< "i=\'" << (*iM).index << "\' "
<< "e=\'" << (*iM).endex << "\' "
<< "f=\'" << (*iM).flag << "\'/>";
}
}

//-- <msg...>

XML << "<msg size=\'" << ScanData.ScanSize << "'>" << endl; // Starting with the msg element.
to_base64 EncodedMessageData(
reinterpret_cast<const char*>(MessageBuffer), MessageLength); // Encode the message to base64.

const int SampleLineLength = 64; // 64 bytes per line is good.
for(int i = 0; i < MessageLength;) { // Now we break it into lines
for(int l = 0; l < SampleLineLength && i < MessageLength; l++, i++) { // that are a reasonable length.
XML << EncodedMessageData.at(i); // Emit one character at a time...
} // At the end of a reasonable
XML << endl; // length we terminate the line.
}
XML << "</msg>" << endl; // End of the <msg> element.

//-- done with the sample!

XML << "</sample>" << endl;

// Last thing we do is post the formatted string to the buffer.
const unsigned int SampleSafetyLimit = 100000; // 100 Kbyte limit on samples.
ScopeMutex DoNotDisturb(myMutex); // Don't bug me man I'm busy.
if(SampleSafetyLimit < SamplesBuffer.length()) // If the samples buffer is full
SamplesBuffer.clear(); // clear it before adding more.
SamplesBuffer.append(XML.str()); // Append the XML to the buffer.
}

string snfNETmgr::getSamples() { // Synchronized way to get Samples.
ScopeMutex DoNotDisturb(myMutex); // Lock the mutex to protect our work.
string SamplesBatch = SamplesBuffer; // Copy the samples to a new string.
SamplesBuffer.clear(); // Clear the samples buffer.
return SamplesBatch; // Return a batch of Samples.
}

void snfNETmgr::sendReport(const string& S) { // How to send a status report.
const unsigned int ReportSafetyLimit = 100000; // 100 Kbytes limit on reports.
ScopeMutex DoNotDisturb(myMutex); // Lock the mutex for a moment.
if(ReportSafetyLimit < ReportsBuffer.length()) // If the reports buffer is full
ReportsBuffer.clear(); // clear it before adding more.
ReportsBuffer.append(S); // Append the report.
}

string snfNETmgr::getReports() { // Synchronized way to get Reports.
ScopeMutex DoNotDisturb(myMutex); // Lock the mutex to protect our work.
string ReportsBatch = ReportsBuffer; // Copy the reports to a new string.
ReportsBuffer.clear(); // Clear the reports buffer.
return ReportsBatch; // Return a batch of Reports.
}

string& snfNETmgr::RulebaseUTC(string& t) { // Gets local rulebase file UTC.
struct stat RulebaseStat; // First we need a stat buffer.
if(0 != stat(RulebaseFilePath.c_str(), &RulebaseStat)) { // If we can't get the stat we
t.append("000000000000"); return t; // will return 000000000000 to
} // make sure we should get the file.
struct tm RulebaseTime; // Allocate a time structure.
RulebaseTime = *(gmtime(&RulebaseStat.st_mtime)); // Copy the file time to it as UTC.

char TimestampBfr[20]; // Timestamp buffer.

sprintf(TimestampBfr,"%04d%02d%02d%02d%02d%02d", // Format yyyymmddhhmmss
RulebaseTime.tm_year+1900,
RulebaseTime.tm_mon+1,
RulebaseTime.tm_mday,
RulebaseTime.tm_hour,
RulebaseTime.tm_min,
RulebaseTime.tm_sec
);

t.append(TimestampBfr); // Append the timestamp to t
return t; // and return it to the caller.
}

unsigned long snfNETmgr::ResolveHostIPFromName(const string& N) { // Host name resolution tool.
ScopeMutex OneAtATimePlease(ResolverMutex); // Resolve only one at a time.
unsigned long IP = inet_addr(N.c_str()); // See if it's an IP.
if (INADDR_NONE == IP) { // If it's not an IP resolve it.
hostent* H = gethostbyname(N.c_str()); // Resolve the host.
if (NULL == H) { // If we didn't get a resolution
return INADDR_NONE; // return no address.
} // If we did resolve the address
IP = *((unsigned long*)H->h_addr_list[0]); // get the primary entry.
}
return ntohl(IP); // Return what we got (host order)
}

// The Evolving One Time Pad engine is just slightly better than calling
// rand() with the system time as a seed. However, it does have the advantage
// that in order to guess it's initial state an attacker would need to already
// know the license id and authentication. It also has the advantage that it
// adds small amounts of entropy over time and never really forgets them. For
// example, the exact time between calls to evolvePad is dependent on how long
// it takes to sync which is dependent on how much data there is to report
// which is dependent on the number and size of messages scanned etc... and
// this is also impacted a bit by network performance issues during the sync.
// Sensitivity to this entropy has millisecond resolution. This is a cross-
// platform solution that depends only on our own code ;-)

void snfNETmgr::evolvePad(string Entropy) { // Add entropy and evolve.
ScopeMutex OneAtATimePlease(PadMutex); // Protect the one time pad.
myLOGmgr->Timestamp(Entropy); // Time matters ;-)
for(unsigned int a = 0; a < Entropy.length(); a++) { // Add the entropy to our generator.
PadGenerator.Encrypt(Entropy.at(a));
}
msclock rt = myLOGmgr->RunningTime(); // Get the elapsed running time so far.
unsigned char* rtb = reinterpret_cast<unsigned char*>(&rt); // Convert that long long into bytes.
for(unsigned int a = 0; a < sizeof(msclock); a++) { // Encrypt those bytes one by one
PadGenerator.Encrypt(rtb[a]); // to add more entropy.
}
}

// To get a pad of any length you like, use the OneTimePad()
// Note that we don't assign a value to x before using it! If we get lucky,
// we will get some random value from ram as additional entropy ;-) If we end
// up starting with zero, that's ok too.

PadBuffer snfNETmgr::OneTimePad(int Len) { // Get Len bytes of one time pad.
PadBuffer B; // Start with a buffer.
B.reserve(Len); // Reserve Len bytes.
unsigned char x = PadGenerator.Encrypt(0); // Get an unexposed byte to start with.
for(int a = 0; a < Len; a++) { // Create Len bytes of pad by evolving
B.push_back(x = PadGenerator.Encrypt(x)); // x through itself and copying the
} // data into the buffer.
return B; // Return the result.
}

// Handshake tries to return the current stored handshake. If it can't then it
// returns a new handshake based on data from the pad generator.

PadBuffer snfNETmgr::Handshake() { // What is the current handshake?
if(CurrentHandshake.size() != SNFHandshakeSize) { // If we don't have one make one!
CurrentHandshake = OneTimePad(SNFHandshakeSize); // Set up a default handshake to use
try { // if we can't remember the real one.
ifstream HSF(HandshakeFilePath.c_str(), ios::binary); // Open the handshake file.
char* bfr = reinterpret_cast<char*>(&CurrentHandshake[0]); // Manufacture a proper pointer.
HSF.read(bfr, SNFHandshakeSize); // Read the data (overwrite the HSB).
HSF.close(); // Close the file.
} catch(...) { } // Ignore any errors.
}
return CurrentHandshake; // Return the buffer.
}

PadBuffer& snfNETmgr::Handshake(PadBuffer& NewHandshake) { // Store a new handshake.
CurrentHandshake = NewHandshake; // Grab the new handshake
try { // then try to store it...
ofstream HSF(HandshakeFilePath.c_str(), ios::binary | ios::trunc); // Open the handshake file.
char* bfr = reinterpret_cast<char*>(&NewHandshake[0]); // Access the raw buffer.
HSF.write(bfr, NewHandshake.size()); // Replace the old handshake
HSF.close(); // close the file.
} catch(...) {} // Ignore errors.
return NewHandshake; // Return what we were given.
}

void snfNETmgr::postUpdateTrigger(string& updateUTC) { // Post an update trigger file.
try { // Safely post an update trigger.
ofstream HSF(UpdateReadyFilePath.c_str(), ios::binary | ios::trunc); // Open/create the trigger file.
char* bfr = reinterpret_cast<char*>(&updateUTC[0]); // Access the raw UTC buffer.
HSF.write(bfr, updateUTC.size()); // Write the update timestamp.
HSF.close(); // close the file.
} catch(...) {} // Ignore errors.
}

// Utility to read a line from a non-blocking TCPHost & check the timeout.

const unsigned int MaxReadLineLength = 1024; // How long a line can be.
string readLineTimeout(TCPHost& S, Timeout& T) { // Read a line from S until T.
Sleeper WaitForMoreData(50); // How long to wait when no data.
string LineBuffer = ""; // Buffer for the line.
while( // Keep going as long as:
false == T.isExpired() && // our timeout has not expired AND
MaxReadLineLength > LineBuffer.length() // we haven't reached our limit.
) {
char c = 0; // One byte at a time
if(1 == S.receive(&c, sizeof(c))) { // Read from the TCPHost.
LineBuffer.push_back(c); // Push the byte onto the string.
if('\n' == c) break; // If it was a newline we're done!
} else { // If we didn't get any data
WaitForMoreData(); // pause before our next run.
}
}
return LineBuffer; // Always return our buffer.
}

// Utility to write data to a non-blocking TCPHost & check the timeout.

// Some networks can only handle small packets and fragmentation can be a
// problem. Also, on Win* especially, sending small chunks is _MUCH_ more
// reliable than trying to send large buffers all at once. SO - here we break
// down our sending operations into medium sized chunks of data. The underlying
// os can reorganize these chunks as needed for the outgouing stream. If the OS
// needs us to slow down (doesn't send full chunks) then we introduce a small
// delay between chunks to give the channel more time.

const int MaxSendChunkSize = 512; // Size of one chunk in a write.
void sendDataTimeout(TCPHost& S, Timeout& T, char* Bfr, int Len) { // Send and keep track of time.
Sleeper WaitForMoreRoom(15); // Wait to send more data.
int Remaining = Len; // This is how much we have left.
while( // For as long as:
false == T.isExpired() && // We still have time left AND
0 < Remaining // We still have data left
) {
int ThisChunkSize = Remaining; // Hope to send it all in one chunk
if(MaxSendChunkSize < ThisChunkSize) ThisChunkSize = MaxSendChunkSize; // but break it down as needed.
int SentThisTime = S.transmit(Bfr, ThisChunkSize); // Send the data. How much went?
Remaining -= SentThisTime; // Calculate how much is left.
Bfr += SentThisTime; // Move our pointer (old school!)
if(ThisChunkSize > SentThisTime) WaitForMoreRoom(); // If some of this chunk didn't go
} // the pause before the next chunk.
}

void sendDataTimeout(TCPHost& S, Timeout& T, string& D) { // Send a string and keep track
sendDataTimeout(S, T, const_cast<char*>(D.c_str()), D.length()); // of time. (Polymorphism is fun)
}

void snfNETmgr::sync() { // Synchronize with central command.

// Keep these things in scope. This is how we roll.

string HostName;
int HostPort;
string Secret;
string Node;

// Grab our configuration data (marchng orders).

if(!isConfigured) return; // If we're not configured, don't!
else {
ScopeMutex GettingConfig(ConfigMutex); // Temporarily lock our config.
HostName = SyncHostName; // We will connect to this host.
HostPort = SyncHostPort; // We will connect to this port.
Secret = SecurityKey; // Get the security key.
Node = License; // Get the Node ID.
}

try { // Lots can go wrong so catch it :-)

// 20080326 _M Blocking sockets tend to lock up so I've refactored this
// code to use non-blocking sockets. This is actually part of the previous
// refactor (TCPWatchdog see below) since without the watchdog there is no
// way to get out of a blocking socket if it's dead.

// 20080325 _M TCPWatchdog is a brute. It doesn't pay attention to thread
// states. A weird bug showed up where the SYNC session seemed to hang and
// the TCPWatchdog was left alive. In the process of hunting down this bug
// I decided to remove the TCPWatchdog and put appropriate timeout checking
// in each of the comms loops instead. So, from now on:
// if(SessionDog.isExpired()) throw SyncFailed("Out Of Time");

const int SyncSessionTimeout = 2 * SYNCTimer.getDuration(); // Timeout is twice poll time.
Timeout SessionDog(SyncSessionTimeout); // Give this long for a session.

// Connect to the sync host.

CurrentThreadState(SYNC_Connect);

SocketAddress SyncHostAddress; // We'll need an address.
SyncHostAddress.setPort(HostPort); // Set the port.
SyncHostAddress.setAddress(ResolveHostIPFromName(HostName)); // Resolve and set the IP.
TCPHost SyncServer(SyncHostAddress); // Set up a host connection.
SyncServer.makeNonBlocking(); // Make the connection non-blocking.

PollTimer WaitForOpen(10, 340); // Expand 10ms to 340ms between tries.
while(!SessionDog.isExpired()) { // Wait & Watch for a good connection.
try { SyncServer.open(); } // Try opening the connection.
catch(exception& e) { // If we get an exception then
string ConnectFailMessage = "snfNETmgr::sync().open() "; // format a useful message about
ConnectFailMessage.append(e.what()); // the error and then throw
throw SyncFailed(ConnectFailMessage); // a SyncFailed exception.
}
if(SyncServer.isOpen()) break; // When successful, let's Go!
else WaitForOpen.pause(); // When not yet successful, pause
} // then try again if we have time.

if(!SyncServer.isOpen()) throw SyncFailed("Connect Timed Out"); // Check our connection.

if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Start communicating.

string LineBuffer = ""; // Input Line Buffer.

// Read challenge

CurrentThreadState(SYNC_Read_Challenge);

LineBuffer = readLineTimeout(SyncServer, SessionDog); // Read the challenge line.
snf_sync Challenge(LineBuffer.c_str(), LineBuffer.length()); // Interpret what we read.
if( // Check that it's good...
Challenge.bad() || // A complete packet was read
0 >= Challenge.snf_sync_challenge_txt.length() // and the challenge is present.
) throw SyncFailed("sync() Challenge.bad()"); // If not then throw.

if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Write response

CurrentThreadState(SYNC_Compute_Response);

from_base64 DecodedChallenge(Challenge.snf_sync_challenge_txt); // Decode the challenge.

//--- Prepare the secret.

MANGLER ResponseGenerator; // Grab a mangler.
for(unsigned int i = 0; i < Secret.length(); i++) // Fill it with the
ResponseGenerator.Encrypt(Secret.at(i)); // security key.

const int ManglerKeyExpansionCount = 1024; // Loop this many to randomize.
for(int x = 0, i = 0; i < ManglerKeyExpansionCount; i++) // For the required number of loops,
x = ResponseGenerator.Encrypt(x); // have Mangler chase it's tail.

//--- Absorb the challenge.

for(unsigned int i = 0; i < DecodedChallenge.size(); i++) // Evolve through the challenge.
ResponseGenerator.Encrypt(DecodedChallenge.at(i));

/*** We now have half of the key for this session ***/

//--- Encrypt our Pad.

PadBuffer NewPad = OneTimePad(); // Grab a new Pad (default size).

base64buffer ResponseBin; // With the key now established,
for(unsigned int i = 0; i < NewPad.size(); i++) // encrypt the one time pad for
ResponseBin.push_back( // transfer.
ResponseGenerator.Encrypt(NewPad[i]));

//--- Encrypt our Handshake.

PadBuffer CurrentHandshake = Handshake(); // Recall the secret handshake.
for(unsigned int i = 0; i < CurrentHandshake.size(); i++) // Encrypt that into the stream.
ResponseBin.push_back(
ResponseGenerator.Encrypt(CurrentHandshake[i]));

//--- Encrypt our Signature.

for(unsigned int x = 0, i = 0; i < SNFSignatureSize; i++) // Generate a hash by having Mangler
ResponseBin.push_back( // chase it's tail for the appropriate
x = ResponseGenerator.Encrypt(x)); // number of bytes.

//--- Encode our response as base64 and send it.

to_base64 ResponseTxt(ResponseBin); // Encode the cyphertext as base64.
string ResponseTxtString; // Create a handy string and place
ResponseTxtString.assign(ResponseTxt.begin(), ResponseTxt.end()); // the base 64 text into it.

string ResponseMsg; // Build an appropriate response
ResponseMsg.append("<snf><sync><response nodeid=\'"); // identifying this node
ResponseMsg.append(Node); // with the license id
ResponseMsg.append("\' text=\'"); // and providing an appropriately
ResponseMsg.append(ResponseTxtString); // mangled response string
ResponseMsg.append("\'/></sync></snf>\n"); // for authentication.

CurrentThreadState(SYNC_Send_Response);

sendDataTimeout(SyncServer, SessionDog, ResponseMsg); // Send the response.
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Read rulebase info or error

CurrentThreadState(SYNC_Read_Availabilty);

LineBuffer = readLineTimeout(SyncServer, SessionDog); // Read the rulebase status line.
snf_sync RulebaseResponse(LineBuffer.c_str(), LineBuffer.length()); // Interpret what we read.
if( // Check that it's good...
RulebaseResponse.bad() // A complete packet was read.
) throw SyncFailed("sync() Response.bad()"); // If not then throw.

if(0 < RulebaseResponse.snf_sync_error_message.length()) { // If the response was an error
PadBuffer NewNullHandshake; // then we will assume we are out
NewNullHandshake.assign(SNFHandshakeSize, 0); // of sync with the server so we
Handshake(NewNullHandshake); // will set the NULL handshake and
throw SyncFailed("sync() Response error message"); // fail this sync attempt.
}
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Update Handshake

for(int x = 0, i = 0; i < ManglerKeyExpansionCount; i++) // For the required number of loops,
x = ResponseGenerator.Encrypt(x); // have Mangler chase it's tail.

PadBuffer NewHandshake; // Grab a new handshake buffer.
for(unsigned int x = 0, i = 0; i < SNFHandshakeSize; i++) // Create the new handshake as a
NewHandshake.push_back( // mangler hash of the current
x = ResponseGenerator.Encrypt(x)); // key state (proper length of course).

Handshake(NewHandshake); // Save our new handshake to disk.

// Interpret Rulebase Response

myLOGmgr->updateAvailableUTC(RulebaseResponse.snf_sync_rulebase_utc); // Store the latest update UTC.
if(myLOGmgr->isUpdateAvailable()) { // If a new update is read then
postUpdateTrigger(RulebaseResponse.snf_sync_rulebase_utc); // create an update trigger file.
}

// Write our Client reports (multi-line)

CurrentThreadState(SYNC_Send_GBUdb_Alerts);

string ClientReport;
ClientReport.append("<snf><sync><client>\n");
sendDataTimeout(SyncServer, SessionDog, ClientReport);
ClientReport = "";

if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Insert our GBUdb Alerts.

list<GBUdbAlert> Alerts; // Make a list of GBUdb Alerts.
myGBUdbmgr->GetAlertsForSync(Alerts); // Get them from our GBUdb.
list<GBUdbAlert>::iterator iA;
for(iA = Alerts.begin(); iA != Alerts.end(); iA++) { // Convert each alert in our list
ClientReport.append((*iA).toXML()); // into XML, follow it up
ClientReport.append("\n"); // with a new line, and send it
}
sendDataTimeout(SyncServer, SessionDog, ClientReport); // Send the Client report data.
ClientReport = ""; // Clear the buffer.
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Send Status Reports - one line at a time.

CurrentThreadState(SYNC_Send_Status_Reports);

/**
*** Instead of splitting up the reports by line we will try sending them
*** all at once using the new sendDataTimeout() function.
***
if(0 < ReportsBuffer.length()) { // If we have reports - send them.
string DataToSend = getReports(); // Grab a copy and clear the buffer.
int Cursor = 0; // We need a cursor and a length
int Length = 0; // to help us feed this line by line.
while(Cursor < DataToSend.length()) { // While we have more data...
Length = DataToSend.find_first_of('\n', Cursor); // Find the end of the first line.
if(string::npos == Length) break; // If we can't then we're done.
Length = (Length + 1) - Cursor; // If we can, convert that to length.
SyncServer.transmit( // Get and send the line using the
DataToSend.substr(Cursor, Length).c_str(), // substring function.
Length
);
Cursor = Cursor + Length; // Move the cursor for the next line.
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.
}
}

**/

if(0 < ReportsBuffer.length()) { // If we have reports to send
string DataToSend = getReports(); // get (and clear) the reports and
sendDataTimeout(SyncServer, SessionDog, DataToSend); // send them (mindful of timeout).
}
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.


// Send Samples - one line at a time.

CurrentThreadState(SYNC_Send_Samples);

/***

if(0 < SamplesBuffer.length()) {
string DataToSend = getSamples();
int Cursor = 0; // We need a cursor and a length
int Length = 0; // to help us feed this line by line.
while(Cursor < DataToSend.length()) { // While we have more data...
Length = DataToSend.find_first_of('\n', Cursor); // Find the end of the first line.
if(string::npos == Length) break; // If we can't then we're done.
Length = (Length + 1) - Cursor; // If we can, convert that to length.
SyncServer.transmit( // Get and send the line using the
DataToSend.substr(Cursor, Length).c_str(), // substring function.
Length
);
Cursor = Cursor + Length; // Move the cursor for the next line.
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.
}
}

***/

if(0 < SamplesBuffer.length()) { // If we have samples to send
string DataToSend = getSamples(); // get (and clear) the samples and
sendDataTimeout(SyncServer, SessionDog, DataToSend); // send them (mindful of timeout).
}
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Terminate the client messages.

CurrentThreadState(SYNC_Send_End_Of_Report);

ClientReport.append("</client></sync></snf>\n");

sendDataTimeout(SyncServer, SessionDog, ClientReport); // Send the Client report.
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.

// Read the Server response (multi-line)

CurrentThreadState(SYNC_Read_Server_Response);

string ServerResponse;
string ResponseLine;
while(string::npos == ResponseLine.find("</snf>\n")) { // Until we find the ending...
ResponseLine = readLineTimeout(SyncServer, SessionDog); // Read a line.
if(0 >= ResponseLine.length()) { // If we get an empty line
throw SyncFailed("sync() server response empty line"); // then it's an error.
}
ServerResponse.append(ResponseLine); // Append the line.
if(SessionDog.isExpired()) throw SyncFailed("Out Of Time"); // Check our session time.
}

snf_sync ServerMessages(
ServerResponse.c_str(), ServerResponse.length()); // Interpret what we read.
if( // Check that it's good...
ServerMessages.bad() // A complete packet was read.
) throw SyncFailed("sync() ServerMessages.bad()"); // If not then throw.

// At this point we should have a good Server response.

CurrentThreadState(SYNC_Close_Connection);

SyncServer.close(); // Close the connection.
evolvePad(Challenge.snf_sync_challenge_txt); // Use this event for more entropy.

// Import any GBUdb reflections.

CurrentThreadState(SYNC_Parse_GBUdb_Reflections);

if(0 < ServerMessages.ServerGBUAlertHandler.AlertList.size()) { // If we have received reflections
myGBUdbmgr->ProcessReflections( // then process them through our
ServerMessages.ServerGBUAlertHandler.AlertList // GBUdb.
);
}

/*** On Sync Override set sync timer to override time. If no override
**** then be sure to reset the timer to the current CFG value if it
**** is not already there. Also, if sync override is not engaged then
**** be sure the overrid flag is set to -1 indicating it is off.
**** Configure() code assumes we are handling the override sync timer
**** functions this way.
***/

// Assign the SyncSecsOverride with the value we retrieved. It will
// either be a seconds value, or a -1 indicating it was absent from
// the server message.

SyncSecsOverride = ServerMessages.snf_sync_server_resync_secs; // What was the SyncOverride?
const int SecsAsms = 1000; // Multiplier - seconds to milliseconds.

if(0 > SyncSecsOverride) { // If the sync timer IS NOT in override,
if(SYNCTimer.getDuration() != SecsAsMSecs(SyncSecsConfigured)) { // And the config time is different than
SYNCTimer.setDuration(SyncSecsConfigured * SecsAsms); // the timer's current setting then set
} // the timer to the new value.
} else { // If the sync timer IS in override now,
if(SYNCTimer.getDuration() != SecsAsMSecs(SyncSecsOverride)) { // and the override is different than the
SYNCTimer.setDuration(SecsAsMSecs(SyncSecsOverride)); // current setting then override the setting
} // with the new value.
}

// All done

CurrentThreadState(SYNC_Log_Event);

(*myLOGmgr).RecordSyncEvent(); // Finished that -- so log the event.

}
catch (exception& e) { // SYNC Failed and we know more.
const int snf_UNKNOWN_ERROR = 99; // Report an error (unknown code)
string ERROR_SYNC_FAILEDmsg = CurrentThreadState().Name; // Format a useful state message.
ERROR_SYNC_FAILEDmsg.append(": ");
ERROR_SYNC_FAILEDmsg.append(e.what());
(*myLOGmgr).logThisError( // Log the error (if possible)
"SNF_NETWORK", snf_UNKNOWN_ERROR, ERROR_SYNC_FAILEDmsg
);
}
catch (...) { // SYNC Failed if we're here.
const int snf_UNKNOWN_ERROR = 99; // Report an error (unknown code)
string ERROR_SYNC_FAILEDmsg = CurrentThreadState().Name; // Format a useful state message.
ERROR_SYNC_FAILEDmsg.append(": Panic!");
(*myLOGmgr).logThisError( // Log the error (if possible)
"SNF_NETWORK", snf_UNKNOWN_ERROR, ERROR_SYNC_FAILEDmsg
);
}
}

+ 0
- 138
SNFMulti/snfNETmgr.hpp Näytä tiedosto

@@ -1,138 +0,0 @@
// snfNETmgr.hpp
//
// (C) Copyright 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// SNF network node manager.

// 20080312 _M Refactored exceptions to std::runtime_exception

#ifndef snfNETmgr_included
#define snfNETmgr_included

#include <stdexcept>
#include <vector>
#include "../CodeDweller/networking.hpp"
#include "../CodeDweller/timing.hpp"
#include "../CodeDweller/threading.hpp"
#include "../CodeDweller/mangler.hpp"
#include "snfCFGmgr.hpp"
#include "snfLOGmgr.hpp"
#include "snfGBUdbmgr.hpp"

class snfScanData; // Declare snfScanData;
class snfLOGmgr; // Declare snfLOGmgr;
class snfGBUdbmgr; // Declare snfGBUdbmgr;

using namespace std;

typedef vector<unsigned char> PadBuffer; // Holds one time pads etc.
const unsigned int SNFHandshakeSize = 8; // Size of an SNF Handshake.
const unsigned int SNFChallengeSize = 32; // Size of an SNF Challenge.
const unsigned int SNFPadSize = 16; // Size of an SNF One Time Pad.
const unsigned int SNFSignatureSize = SNFHandshakeSize; // Size of an SNF Signature.

class snfNETmgr : public Thread { // The network process manager.
private:

Mutex myMutex; // Object is busy mutex.
Mutex ResolverMutex; // Mutex to protect lookups.
Mutex ConfigMutex; // Configuration change/use mutex.
Mutex PadMutex; // Pad use/evoloution mutex.

snfLOGmgr* myLOGmgr; // Log manager to use.
snfGBUdbmgr* myGBUdbmgr; // GBUdb manager to use.

volatile bool isTimeToStop; // Time to shutdown flag.
volatile bool isConfigured; // True once ready to run.

Timeout SYNCTimer; // SYNC timer.

void evolvePad(string Entropy = ""); // Add entropy to and evolve.
MANGLER PadGenerator; // Random pad source.
PadBuffer OneTimePad(int Len = SNFPadSize); // Provides Len bytes of one time pad.

// Configuration data

string License; // Node (license) Id?
string SecurityKey; // Security key for this rulebase?
string RulebaseFilePath; // Where we can find our rulebase?
string HandshakeFilePath; // Where do we keep our handshake?
string UpdateReadyFilePath; // Where do I put update trigger files?
string SyncHostName; // Where do we connect to sync?
int SyncHostPort; // What port do we use to sync?
int SyncSecsOverride; // How may secs between sync (override)?
int SyncSecsConfigured; // How many secs to sync (nominally)?

PadBuffer Handshake(); // What is the current handshake?
PadBuffer& Handshake(PadBuffer& NewHandshake); // Store a new handshake.
PadBuffer CurrentHandshake; // Where we keep our current handshake.

void postUpdateTrigger(string& updateUTC); // Post an update trigger file.

string SamplesBuffer; // Message Samples Appended Together.
string getSamples(); // Syncrhonized way to get Samples.
string ReportsBuffer; // Status Reports Appended Together.
string getReports(); // Synchronized way to get Reports.

public:

snfNETmgr(); // Construct and start.
~snfNETmgr(); // Shutdown and destruct.

void stop(); // How to stop the thread.
void myTask(); // Define the thread task.

void linkLOGmgr(snfLOGmgr& L); // Set the LOGmgr.
void linkGBUdbmgr(snfGBUdbmgr& G); // Set the GBUdbmgr.
void configure(snfCFGData& CFGData); // Update the configuration.

class SyncFailed : public runtime_error { // Thrown if sync doesn't work.
public: SyncFailed(const string& w):runtime_error(w) {}
};

// Operations

// Why have configure AND pass CFGData in action calls?
// The configure() method updates background task configuration itmes.
// The CFGData passed on action calls informs the configuration in use with
// that particular operation -- it might be different than the current CFG
// if the CFG has been updated recently (reload).

void sendSample( // Send a sampled message...
snfCFGData& CFGData, // Use this configuration,
snfScanData& ScanData, // Include this scan data,
const unsigned char* MessageBuffer, // This is the message itself
int MessageLength // and it is this size.
);

void sendReport(const string& StatusReportText); // Send a status report...

void sync(); // Do the whole "sync" thing.

// Utility Functions

unsigned long ResolveHostIPFromName(const string& N); // Find the IP.
string& RulebaseUTC(string& t); // Gets local rulebase file UTC.

const static ThreadType Type; // The thread's type.

const static ThreadState Sleeping; // Taking a break.
const static ThreadState SYNC_Connect; // Connecting to SYNC server.
const static ThreadState SYNC_Read_Challenge; // Reading challenge.
const static ThreadState SYNC_Compute_Response; // Computing crypto response.
const static ThreadState SYNC_Send_Response; // Sending crypto response.
const static ThreadState SYNC_Read_Availabilty; // Reading rulebase status.
const static ThreadState SYNC_Send_GBUdb_Alerts; // Sending GBUdb alerts.
const static ThreadState SYNC_Send_Status_Reports; // Sending status reports.
const static ThreadState SYNC_Send_Samples; // Sending message samples.
const static ThreadState SYNC_Send_End_Of_Report; // Sending end of client data.
const static ThreadState SYNC_Read_Server_Response; // Reading server data.
const static ThreadState SYNC_Close_Connection; // Closing connection.
const static ThreadState SYNC_Parse_GBUdb_Reflections; // Parsing GBUdb reflections.
const static ThreadState SYNC_Log_Event; // Logging SYNC event.

};

#endif


+ 0
- 788
SNFMulti/snfXCImgr.cpp Näytä tiedosto

@@ -1,788 +0,0 @@
// snfXCImgr.cpp
// Copyright (C) 2007 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// See snfXCImgr.hpp for details.

#include "SNFMulti.hpp"
#include "snfXCImgr.hpp"

using namespace std;

// snfXCIServerCommandHandler Virtual Base Class Default Processor.

const string XCIServerCommandDefaultResponse =
"<snf><xci><server><response message=\'Not Implemented\' code=\'-1\'/></server></xci></snf>\n";

string snfXCIServerCommandHandler::processXCIRequest(snf_xci& X) { // A Server using SNFMulti
return XCIServerCommandDefaultResponse; // can provide a useful processor.
}

// snfXCIJob encapsulates a single XCI transaction.

void snfXCIJob::clear() { // Clear the buffers.
Request.clear(); // Clear the request and
Response.clear(); // response buffers.
SetupTime = 0; // No setup time yet.
}

// snfXCIJobProcessor encapsulates the logic to respond to an XCI request.

snfXCIJobProcessor::snfXCIJobProcessor(snf_RulebaseHandler* H) : // Setup scanner.
myHome(H) { // Establish myHome from H.
myEngine = new snf_EngineHandler(); // Create an engine handler and
myEngine->open(H); // tie it in to our home rulebase.
}

snfXCIJobProcessor::~snfXCIJobProcessor() { // Tear down scanner.
if(myEngine) { // Checking first that we have one,
myEngine->close(); // close the engine and then
delete myEngine; // delete it. Set the pointer to
myEngine = 0; // NULL to enforce the point.
}
myHome = 0; // NULL out our home too.
}

//// This collection of functions handle the processing of all XCI requests.

bool snfXCIJobProcessor::isScanJob() { // True if myXCI is a scan job.
if(0 < myXCI.scanner_scan_file.length()) return true; // If we have a scan file: true!
return false; // otherwise false.
}

bool snfXCIJobProcessor::isGBUdbJob() { // True if myXCI is a GBUdb job.
if( // GBUdb jobs have either
0 < myXCI.gbudb_test_ip.length() || // an IP to test or
0 < myXCI.gbudb_set_ip.length() || // an IP to setup or
0 < myXCI.gbudb_bad_ip.length() || // a bad IP to flag or
0 < myXCI.gbudb_good_ip.length() || // a good IP to flag or
0 < myXCI.gbudb_drop_ip.length()
) return true; // If we have one of these: true!
return false; // otherwise false.
}

bool snfXCIJobProcessor::isReportJob() { // True if myXCI is a Report job.
if(0 < myXCI.report_request_status_class.length()) return true; // If we have a report status class
return false; // it's a report otherwise it's not.
}

bool snfXCIJobProcessor::isCommandJob() { // True if myXCI is a Command job.
if(0 < myXCI.xci_server_command.length()) return true; // If we have a command string: true!
return false; // otherwise false.
}

void snfXCIJobProcessor::processScan(snfXCIJob& J) { // Process a scan request.
try { // Safely perform our scan.

// Check for forced IP.

IP4Address ForcedIP = 0UL; // Don't expect a forced IP.
if(0 < myXCI.scanner_scan_ip.length()) { // If we have one then
ForcedIP = myXCI.scanner_scan_ip; // convert it from the string.
}

// Scan the message file.

int ScanResult = // Scan the file using our
myEngine->scanMessageFile( // engine. Use the file
myXCI.scanner_scan_file.c_str(), // path in the XCI request, and
J.SetupTime, // the recorded setup time. Use the
ForcedIP // forced IP if provided.
);

// Create a proper xci resposne.

ostringstream ResultString; // Use a stringstream to make it easier.
ResultString
<< "<snf><xci><scanner><result code=\'" // Emit the preamble.
<< ScanResult << "\'"; // Emit the scan result.

if( // Check for optional data requests.
false == myXCI.scanner_scan_xhdr &&
false == myXCI.scanner_scan_log
) { // If no optional data was requested
ResultString // then close the <request/> and
<< "/></scanner></xci></snf>" // emit the closing elements.
<< endl; // End of the line.

} else { // If optional data is requested:
ResultString << ">" << endl; // Complete the <result> open tag.

if(true == myXCI.scanner_scan_xhdr) { // Optionally include XHDR data.
ResultString // If xheaders are requested...
<< "<xhdr>" << myEngine->getXHDRs() // Emit the xhdr element & contents.
<< "</xhdr>" << endl; // End the xhdr and end of line.
}

if(true == myXCI.scanner_scan_log) { // Optionally include XMLLog data.
ResultString // If the log data is requested...
<< "<log>" << myEngine->getXMLLog() // Emit the log element & data.
<< "</log>" << endl; // End the log data and end of line.
}

ResultString << "</result></scanner></xci></snf>"; // Emit the closing elements.
}

J.Response = ResultString.str(); // Capture the formatted response.
}

// Decode the known exceptions

catch(snf_EngineHandler::AllocationError& e) {
J.Response = "<snf><xci><error message=\'AllocationError ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(snf_EngineHandler::BadMatrix& e) {
J.Response = "<snf><xci><error message=\'BadMatrix ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(snf_EngineHandler::Busy& e) {
J.Response = "<snf><xci><error message=\'Busy ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(snf_EngineHandler::FileError& e) {
J.Response = "<snf><xci><error message=\'FileError ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(snf_EngineHandler::MaxEvals& e) {
J.Response = "<snf><xci><error message=\'MaxEvals ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(snf_EngineHandler::Panic& e) {
J.Response = "<snf><xci><error message=\'Panic ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(snf_EngineHandler::XHDRError& e) {
J.Response = "<snf><xci><error message=\'XHDRError ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

// Decode the unknown exceptions

catch(exception& e) {
J.Response = "<snf><xci><error message=\'Exception! ";
J.Response.append(e.what());
J.Response.append("\'/></xci></snf>\n");
}

catch(...) {
J.Response = "<snf><xci><error message=\'... Thrown!\'/></xci></snf>\n";
}
}

string snfXCIJobProcessor::processGBUdb() { // Process a GBUdb request.
GBUdb& myGBUdb = myHome->MyGBUdb; // Make a convenient GBUdb handle.
IP4Address IP; // We will work with an IP.
GBUdbRecord R; // We will get a record to return.

// Test an IP - return it's current data.

if(0 < myXCI.gbudb_test_ip.length()) { // IF: Test an IP
IP = myXCI.gbudb_test_ip; // Convert the IP.
} else

// Set or update an IP's data.

if(0 < myXCI.gbudb_set_ip.length()) { // IF: Set an IP's data.
IP = myXCI.gbudb_set_ip; // Convert the IP.
if( // Check for a compound update:
0 <= myXCI.gbudb_set_bad_count || // If we are changing the bad
0 <= myXCI.gbudb_set_good_count // or good count then this is
) { // a compound update (read then write).
R = myGBUdb.getRecord(IP); // Get the record (or a safe blank).
if(0 <= myXCI.gbudb_set_bad_count) // If we have a bad count to set
R.Bad(myXCI.gbudb_set_bad_count); // then set the bad count.
if(0 <= myXCI.gbudb_set_good_count) // If we have a good count to set
R.Good(myXCI.gbudb_set_good_count); // then set the good count.
if(0 < myXCI.gbudb_set_type.length()) { // If type, set type...
switch(myXCI.gbudb_set_type.at(0)) { // Determine the type based on the
case 'g': case 'G': { R.Flag(Good); break; } // first character of the name and
case 'b': case 'B': { R.Flag(Bad); break; } // set the appropriate flag.
case 'u': case 'U': { R.Flag(Ugly); break; }
case 'i': case 'I': { R.Flag(Ignore); break; }
}
}
myGBUdb.setRecord(IP, R); // Save the data.

} else // This might be a simple flag change.
if(0 < myXCI.gbudb_set_type.length()) { // If type, set type...
switch(myXCI.gbudb_set_type.at(0)) { // Determine the type based on the
case 'g': case 'G': { R = myGBUdb.setGood(IP); break; } // first character of the name and
case 'b': case 'B': { R = myGBUdb.setBad(IP); break; } // set the appropriate flag. Simple
case 'u': case 'U': { R = myGBUdb.setUgly(IP); break; } // flag changes are atomic so there is
case 'i': case 'I': { R = myGBUdb.setIgnore(IP); break; } // no need to "save" later.
}
} else { // Empty set command?
return XCIBadSetResponse; // That's bad. Use test!
}
} else

// Add a bad event to an IPs data.

if(0 < myXCI.gbudb_bad_ip.length()) { // IF: Add a bad mark for this IP
IP = myXCI.gbudb_bad_ip; // Convert the IP.
R = myGBUdb.addBad(IP); // Add a bad mark.
} else

// Add a good event to an IPs data.

if(0 < myXCI.gbudb_good_ip.length()) { // IF: Add a good mark for this IP
IP = myXCI.gbudb_good_ip; // Convert the IP.
R = myGBUdb.addGood(IP); // Add a bad mark.
} else

// Drop an IP from the database.

if(0 < myXCI.gbudb_drop_ip.length()) { // IF: Drop an IP's data.
IP = myXCI.gbudb_drop_ip; // Convert the IP.
myGBUdb.dropRecord(IP); // Forget about it.
}

// Return the final state of the IP's data.

IPTestRecord IPState(IP);
myHome->performIPTest(IPState);

ostringstream Response; // Use a stringstream for our output.
Response
<< "<snf><xci><gbudb><result " // Get the response started.
<< "ip=\'" << (string) IP // Emit the ip.
<< "\' type=\'" // Emit the type.
<< ((Good == IPState.G.Flag()) ? "good" :
((Bad == IPState.G.Flag()) ? "bad" :
((Ugly == IPState.G.Flag()) ? "ugly" :
((Ignore == IPState.G.Flag()) ? "ignore" : "error"))))
<< "\' p=\'" << IPState.G.Probability() // Emit the probability.
<< "\' c=\'" << IPState.G.Confidence() // Emit the confidence.
<< "\' b=\'" << IPState.G.Bad() // Emit the bad count.
<< "\' g=\'" << IPState.G.Good() // Emit the good count.
<< "\' range=\'"
<< ((Unknown == IPState.R) ? "unknown" :
((White == IPState.R) ? "white" :
((Normal == IPState.R) ? "normal" :
((New == IPState.R) ? "new" :
((Caution == IPState.R) ? "caution" :
((Black == IPState.R) ? "black" :
((Truncate == IPState.R) ? "truncate" : "error")))))))
<< "\' code=\'" << IPState.Code
<< "\'"
<< "/></gbudb></xci></snf>" // Finish it up.
<< endl;

return Response.str(); // Return the formatted response.
}

string snfXCIJobProcessor::processStatusReport() { // Process a report request.
string ReportToSend; // Keep this in scope.

if(0 == myXCI.report_request_status_class.find("hour")) { // Please send the hour report.
ReportToSend = myHome->MyLOGmgr.getStatusHourReport();
} else

if(0 == myXCI.report_request_status_class.find("minute")) { // Please send the minute report.
ReportToSend = myHome->MyLOGmgr.getStatusMinuteReport();
} else { // Please send the second report.
ReportToSend = myHome->MyLOGmgr.getStatusSecondReport();
}

string Response = "<snf><xci><report><response>"; // Construct the response using the
Response.append(ReportToSend); // snf/xci template and the selected
Response.append("</response></report></xci></snf>"); // status report text.

return Response; // Return the response.
}

void snfXCIJobProcessor::process(snfXCIJob& J) { // Process a Job.

// Parse the XCI request and check for an error.

myXCI.read(J.Request); // Parse the request.
if(myXCI.bad()) { // If it's bad then
J.Response = XCIErrorResponse; // respond with an error.
myHome->logThisError("XCI",-1,"Bad Request"); // Log the error.
return; // Done.
} else

// Process scan requests.

if(isScanJob()) { // If this is a Scan request
processScan(J); // respond with the result.
return; // Done.
} else

// Process gbudb requests.

if(isGBUdbJob()) { // If this is a GBUdb request
J.Response = processGBUdb(); // respond with the result.
return; // Done.
} else

// Process report requests.

if(isReportJob()) { // If this is a Status report request
J.Response = processStatusReport(); // respond with the desired report.
return; // Done.
} else

// Process server commands.

if(isCommandJob()) { // If this is a server command
J.Response = myHome->processXCIServerCommandRequest(myXCI); // pass it up and return the
return; // result. Done.
} else

// If we get to this point we don't understand the well formed request.

J.Response = XCIErrorResponse; // Don't understand?
myHome->logThisError("XCI",-2,"Unrecognized Request"); // Log the error. Respond with
return; // the standard error response.
}

// ChannelJob encapsulates a Client Job while in the queue and how long it has
// been in the system (since created).

ChannelJob::ChannelJob() : myClient(0) {} // Empty is the null client.

ChannelJob::ChannelJob(TCPClient* C) : // We are created like this.
myClient(C) { // We capture the client and
} // our timer starts automaticially.

msclock ChannelJob::Age() { // How old is this job?
return Lifetime.getElapsedTime(); // Return the elapsed time in ms.
}

TCPClient* ChannelJob::Client() { // What client does it hold?
return myClient; // Return the Client pointer.
}

// snfXCITCPChannel encapsulates the logic to queue and handle TCPClients for
// the XCI interface. The queued TCPClients each represent a single request.
// Each request is handled in turn by reading the request into an snfXCIJob,
// handing that snfXCIJob to an snfXCIJobProcessor, transmitting the result
// back to the TCPClient, closing the connection, and recycling the snfXCIJob
// object for the next round.

// snfXCITCPChannel shuts down when given a NULL TCPClient; This allows any
// jobs in queue to be handled before the thread stops. To shut down a channel
// { C->submit(NULL); C->join(); delete C; C = NULL;}

void snfXCITCPChannel::give(ChannelJob& J) { // Give a job to the queue.
ScopeMutex OneAtATimePlease(QueueMutex); // Protected with a mutex...
JobQueue.push(J); // Push the job in.
LatestSize = JobQueue.size(); // Set the blinking light.
QueueGateway.produce(); // Add the item to our gateway.
}

ChannelJob snfXCITCPChannel::take() { // Take a job from the queue.
QueueGateway.consume(); // Hold on until there is work.
ScopeMutex OneAtATimePlease(QueueMutex); // Queue Data Protected with a mutex.
ChannelJob J = JobQueue.front(); // Grab the next job in the queue.
JobQueue.pop(); // Pop that job out of the queue.
LatestSize = JobQueue.size(); // Set the blinking light.
return J; // Return the Job.
}

const int RWTimeLimit = 30000; // RWTimeLimit in ms. 30 seconds.
const string endSNF = "</snf>"; // snf_xci snf element terminator.
const int RWPollMin = 15; // Minimum time between polls.
const int RWPollMax = 75; // Maximum time between polls.
const int MaxQueueLength = 32; // Most waiting in any queue.
const int MaxTCPQueueLength = 4 * MaxQueueLength; // Most connections waiting.

void snfXCITCPChannel::readRequest(TCPClient* Client) { // Read Job.Request from Client.
Timeout ReadTimeLimit(RWTimeLimit); // We have time limits.
PollTimer ReadThrottle(RWPollMin, RWPollMax); // Throttle with a spiral delay.
while(
false == ReadTimeLimit.isExpired() && // Read stuff until we're out of time
string::npos == Job.Request.find(endSNF,0) // or we have a complete request.
) {
memset(LineBuffer, 0, sizeof(LineBuffer)); // Clear the buffer.
int bytes = Client->delimited_receive( // Read up to all but one byte
LineBuffer, sizeof(LineBuffer)-1, '\n'); // of the buffer up to the first \n.
if(0 < bytes) { // If we got some bytes
Job.Request.append(LineBuffer); // Append the data we got and
ReadThrottle.reset(); // reset the throttle.
} else { // If we didn't get any bytes then
ReadThrottle.pause(); // wait a little bit more each round.
}
} // When we're done we will return.
}

void snfXCITCPChannel::writeResponse(TCPClient* Client) { // Write Job.Request from Client.
Timeout WriteTimeLimit(RWTimeLimit); // We have a time limit.
PollTimer WriteThrottle(RWPollMin, RWPollMax); // Throttle with a spiral delay.
for( // For all the bytes in the response:
int Length = Job.Response.length(), BytesThisTime = 0, Bytes = 0; // Bytes to send, this time and sent.
Bytes < Length && // Keep going if we've got more to
false == WriteTimeLimit.isExpired(); // send and we still have time.
) {
BytesThisTime = Client->transmit( // Transmit some bytes.
&Job.Response[Bytes], Job.Response.length()-Bytes); // from where we are, what is left.
if(0 < BytesThisTime) { // If we sent bytes
Bytes += BytesThisTime; // then keep track of how many
WriteThrottle.reset(); // and reset our throttle to min.
} else { // If we didn't then pause a bit
WriteThrottle.pause(); // and let our delay grow.
}
}
}

const int XCI_Reading = 0; // XCI Mode Flags.
const int XCI_Processing = 1;
const int XCI_Writing = 2;

void snfXCITCPChannel::myTask() { // Thread's main loop.
bool WeAreAlive = true; // It's not over 'til it's over.
while(WeAreAlive) { // While we are alive:
CurrentThreadState(XCI_Wait); // Mark our state.
ChannelJob J = take(); // Pull a Client Job from the queue.
if(0 == J.Client()) { // If the job is empty we're done.
CurrentThreadState(XCI_Shutdown); // Mark our state.
WeAreAlive = false; // Turn off the alive flag and
break; // break out of the loop.

} else { // When we have a job to do:
int XCIMode = XCI_Reading;
try {
CurrentThreadState(XCI_Read);
XCIMode = XCI_Reading; // Now we are reading.
readRequest(J.Client()); // Read the client job.

CurrentThreadState(XCI_Process);
XCIMode = XCI_Processing; // Now we are processing.
Job.SetupTime = J.Age(); // Capture the read and queue time.
Processor.process(Job); // Pass the XCIJob to our processor.

CurrentThreadState(XCI_Write);
XCIMode = XCI_Writing; // Now we are writing.
writeResponse(J.Client()); // Write the response.
}

// Log any exceptions that were thrown.

catch(...) {
switch(XCIMode) {
case XCI_Reading: {
myHome->logThisError("XCI",-5,"SocketReadError");
break;
}
case XCI_Processing: {
myHome->logThisError("XCI",-6,"ProcessError");
break;
}
case XCI_Writing: {
myHome->logThisError("XCI",-7,"SocketWriteError");
break;
}
}
}
}

// At the end of every job we clean up no matter what.

if(0 != J.Client()) { // If we have a client
CurrentThreadState(XCI_Close);
J.Client()->close(); // Close the client.
delete J.Client(); // Delete the client.
}

CurrentThreadState(XCI_Clear);
Job.clear(); // Clear the job buffer.
} // Go again.
}

const ThreadType snfXCITCPChannel::Type("snfXCITCPChannel"); // The thread's type.

//// XCI Thread States

const ThreadState snfXCITCPChannel::XCI_Wait("Waiting For Take()");
const ThreadState snfXCITCPChannel::XCI_Read("Reading Request");
const ThreadState snfXCITCPChannel::XCI_Process("Processing Job");
const ThreadState snfXCITCPChannel::XCI_Write("Writing Results");
const ThreadState snfXCITCPChannel::XCI_Close("Closing Connection");
const ThreadState snfXCITCPChannel::XCI_Clear("Clearing Workspace");
const ThreadState snfXCITCPChannel::XCI_Shutdown("Shutting Down");

snfXCITCPChannel::snfXCITCPChannel(snf_RulebaseHandler* H, string N) : // Create these with a home rulebase.
Thread(snfXCITCPChannel::Type, N), // XCI TCP Channel Type & name.
myHome(H), // We know our home.
Processor(H), // Our processor has a rulebase.
LatestSize(0) { // Our job queue size is zero.
run(); // We start our thread.
}

snfXCITCPChannel::~snfXCITCPChannel() { // Destroy them very carefully.
ChannelJob EndJob; // On the way down feed ourselves
give(EndJob); // an empty job - that will end our
join(); // thread once other jobs are done.
myHome = 0; // Once joined our home is gone.
} // We're done.

int snfXCITCPChannel::Size() { // Keep track of how full they are.
return LatestSize; // Flash the blinking light.
}

void snfXCITCPChannel::submit(TCPClient* C) { // This is how we submit jobs.
ChannelJob J(C); // Create a Job for this client.
give(J); // Give it (copy) to the queue.
}

// snfXCImgr encapsulates a service engine that takes XCI requests via TCP,
// performs the required actions, and returns an XCI response. It also checks
// to see if the configuration for the XCI interface has changed.

void snfXCImgr::checkCFG() { // Checks the configuration.
CurrentThreadState(XCI_CheckConfig); // Update our status.
int NEW_XCI_Port; // Prepare for a change in port.

// Quickly as we can, grab a config packet, capture the XCI parts, and
// then let it go.

if(myHome->isReady()) { // If we know our home then
snfCFGPacket MyCFGPacket(myHome); // Grab a configuration packet.
if(MyCFGPacket.bad()) { // If it's not valid then
return; // wait (skip this) till next time.
} else { // If we've got a good config then
CFG_XCI_ON = MyCFGPacket.Config()->XCI_OnOff; // Is XCI turned on?
NEW_XCI_Port = MyCFGPacket.Config()->XCI_Port; // What port we listen to?
} // If our rulebase manager was
} else return; // not ready (skip this) for now.

if(CFG_XCI_ON) { // If the XCI is configured up:

if(NEW_XCI_Port != CFG_XCI_PORT) { // Check for a port change. If the
CFG_XCI_PORT = NEW_XCI_Port; // port changed then check for a live
if(Listener) { // listener. For a live port change
shutdown_Listener(); // shut down the current listener and
myHome->logThisInfo("XCI", 0, "ListenerDown:PortChanged"); // log the activity.
startup_Listener(); // Restart the listener with the new
myHome->logThisInfo("XCI", 0, "ListenerUp:PortChanged"); // port and log the event.
}
}

startup_XCI(); // Make sure the XCI is up.

} else { // If the XCI is configured down
shutdown_XCI(); // then make sure it is down.
}
}

snfXCITCPChannel* LowestQueue(snfXCITCPChannel* A, snfXCITCPChannel* B) { // Pick the lowest queue of two.
return ((A->Size() < B->Size()) ? A : B); // Pick one and return it.
}

snfXCITCPChannel* snfXCImgr::BestAvailableChannel() { // Selects XCI channel w/ lowest queue.
return LowestQueue( // Pick the lowest of the lowest.
LowestQueue(C0, C1),
LowestQueue(C2, C3)
);
}

void snfXCImgr::startup_Listener() { // Listener startup function.
if(0 == Listener) { // If we need a new listener:
Listener = new TCPListener(CFG_XCI_PORT); // Create a new listener.
Listener->MaxPending = MaxTCPQueueLength; // We may get a lot of hits ;-)
Listener->open(); // Open it for business.
Listener->makeNonBlocking(); // Make it non-blocking.
}
}

void snfXCImgr::shutdown_Listener() { // Listener shutdown function.
if(Listener) { // Only act if there is a listener:
Listener->close(); // The listener gets closed,
delete Listener; // then deleted, then the
Listener = 0; // Listener pointer is zeroed.
}
}

void snfXCImgr::startup_XCI() { // XCI startup function.
if(true == XCI_UP) return; // If we're already up we're done.
ScopeMutex IGotIt(ChannelMutex); // Serialize state control for safety.
if(myHome) { // We need to know our home.
if(CFG_XCI_ON) { // If XCI is configured on, startup!
C0 = new snfXCITCPChannel(myHome, "C0"); // Launch our 4 processing channels.
C1 = new snfXCITCPChannel(myHome, "C1");
C2 = new snfXCITCPChannel(myHome, "C2");
C3 = new snfXCITCPChannel(myHome, "C3");
startup_Listener(); // Start up our listener.
myHome->logThisInfo("XCI", 0, "Startup"); // Log the startup.
XCI_UP = true; // Set the flag. We're up!
}
}
}

void snfXCImgr::shutdown_XCI() { // XCI shutdown function.
if(false == XCI_UP) return; // If we're already down we're done.
ScopeMutex IGotIt(ChannelMutex); // Serialize state control for safety.
shutdown_Listener(); // If up, take down & 0 the Listener.
if(C0) { delete C0; C0 = 0; } // If up, take C0 down and NULL it.
if(C1) { delete C1; C1 = 0; } // If up, take C1 down and NULL it.
if(C2) { delete C2; C2 = 0; } // If up, take C2 down and NULL it.
if(C3) { delete C3; C3 = 0; } // If up, take C3 down and NULL it.

myHome->logThisInfo("XCI", 0, "Shutdown"); // Log the shutdown.
XCI_UP = false; // Set the flag. We're down!
}

int snfXCImgr::pollLoopCount() { // Retrieve & reset Loop Count.
int x = diagLoopCount;
diagLoopCount = 0;
return x;
}

int snfXCImgr::pollClientCount() { // Retrieve & reset Client Count.
int x = diagClientCount;
diagClientCount = 0;
return x;
}

const ThreadState snfXCImgr::XCI_InitialConfig("Initial Config"); // Getting initial configuration.
const ThreadState snfXCImgr::XCI_InitialStartup("Initial Startup"); // Performing first startup.
const ThreadState snfXCImgr::XCI_CheckConfig("Checking Config"); // Checking configuration.
const ThreadState snfXCImgr::XCI_PollingListener("Polling Listener"); // Polling Listener for jobs.
const ThreadState snfXCImgr::XCI_SubmittingJob("Submitting Job"); // Submitting a new job.
const ThreadState snfXCImgr::XCI_ListenerDown("Listener Down!"); // Listener is down.
const ThreadState snfXCImgr::XCI_Stopping("Exited Polling Loop"); // XCImgr Exiting Big Loop

void snfXCImgr::myTask() { // Main thread task.
PollTimer PollingThrottle(RWPollMin, RWPollMax); // Set up a dynamic delay.
Timeout WaitForCFG(1000); // CFG Check every second or so.

// Wait for our initial configuration.
CurrentThreadState(XCI_InitialConfig); // Update our status.

Sleeper WaitATic(1000); // One second sleeper.
while(false == CFG_XCI_ON) { // Before we've been turned on
if(TimeToStop) return; // loop unless it's time to stop.
checkCFG(); WaitForCFG.restart(); // Check our configuration
WaitATic(); // every second or so.
}

// Once our configuration is good and we are turned on we get here.

try { // Safely accept/process requests.

CurrentThreadState(XCI_InitialStartup); // Update our status.

startup_XCI(); // We're on, so turn on!

while(false == TimeToStop) { // While it is not time to stop:

// Occasionally we check to see what our configuration says. If
// the XCI is configured up, or down, or if the port changes then
// the checkCFG() function handles the changes. After that all we
// need to do here is check for a listener -- if we're up we will
// have one and if not then we won't. Without a listener we will
// slow down and keep checking for a configuration change.

if(WaitForCFG.isExpired()) { checkCFG(); WaitForCFG.restart(); } // Check the CFG periodically.

// Get a new client if we have room in the queue
// and the listener is live.

int JobsThisRound = 0; // Keep track of each batch.
if(Listener) { // Check for a good listener.
CurrentThreadState(XCI_PollingListener); // Update our status.
TCPClient* NewClient; // This will be our client.
do { // Fast as we can - grab the work:
++diagLoopCount; // Count Polling Loops.
NewClient = 0; // Clear our client pointer.
snfXCITCPChannel* Channel = BestAvailableChannel(); // Pick a channel to use then
if(MaxQueueLength > Channel->Size()) { // If we have room in the queue
NewClient = Listener->acceptClient(); // get a new client.
if(NewClient) { // If we got one:
CurrentThreadState(XCI_SubmittingJob); // Update our status.
++diagClientCount; // Count Clients.
NewClient->makeNonBlocking(); // Make the client non-blocking.
Channel->submit(NewClient); // Submit the new client.
}
}
} while( // Keep getting work in this tight
(0 != NewClient)&& // loop until we run out of work
(MaxTCPQueueLength > diagClientCount) // or we've pulled a full queue.
);
} else {
CurrentThreadState(XCI_ListenerDown); // Update our status.
} // Throttle our loop to keep it real:
if(0 == JobsThisRound) PollingThrottle.pause(); // If we got nothing then slow down.
else PollingThrottle.reset(); // If we got some, keep getting it!
} // When we're done with the big loop:
CurrentThreadState(XCI_Stopping); // Update our status.
shutdown_XCI(); // Shutdown if we're not already.
} // End of the active section.

catch(exception& e) { // If we get a knowable exception
myHome->logThisError("XCI", -9, e.what()); // then we report it in detail,
try { shutdown_XCI(); } catch(...) {} // shutdown if we're not already,
WaitATic(); // wait a tic and try again.
}

catch(...) { // If we have an unhandled exception
myHome->logThisError("XCI", -10, "Panic!"); // Panic and reset. Notify the log.
try { shutdown_XCI(); } catch(...) {} // Shutdown if we're not already.
WaitATic(); // Pause to let things settle.
} // Let's try this again.
}


const ThreadType snfXCImgr::Type("snfXCIManager"); // The thread's type.
const int XCI_Default_Port = 9001; // Listener Default port = 9001.

snfXCImgr::snfXCImgr() : // Construct with no home.
Thread(snfXCImgr::Type, "XCI Manager"), // XCI Manager type and Name.
CFG_XCI_ON(false), // Everything starts off,
CFG_XCI_PORT(XCI_Default_Port), // default, and
myHome(0), // nulled.
C0(0), C1(0), C2(0), C3(0),
Listener(0),
XCI_UP(false),
diagLoopCount(0), diagClientCount(0),
TimeToStop(true) { // We don't run until linkHome().
}

snfXCImgr::~snfXCImgr() { // Stop when we are destroyed.
stop(); // Like I said, stop().
}

void snfXCImgr::linkHome(snf_RulebaseHandler* Home) { // Link to Home and set up shop.
if(0 != Home && 0 == myHome) { // If we are getting our home
myHome = Home; // then capture it,
myHome->use(); // Update it's use count.
TimeToStop = false; // clear the time to stop bit,
run(); // run our thread.
}
}

int snfXCImgr::TotalQueue() { // Return the total work queue size.
ScopeMutex IGotIt(ChannelMutex); // Serialize state control for safety.
return (
((0 == C0) ? 0 : C0->Size()) +
((0 == C1) ? 0 : C1->Size()) +
((0 == C2) ? 0 : C2->Size()) +
((0 == C3) ? 0 : C3->Size())
);
}

void snfXCImgr::stop() { // Called to shut down.
if(false == TimeToStop) { // If we are not stopped then
TimeToStop = true; // it is time to stop.
join(); // Wait for our main thread first,
shutdown_XCI(); // then shut down the XCI.
myHome->unuse(); // Let go of the rulebase manager.
myHome = 0; // Null it out for safety.
}
}


+ 0
- 200
SNFMulti/snfXCImgr.hpp Näytä tiedosto

@@ -1,200 +0,0 @@
// snfXCImgr.hpp
// Copyright (C) 2007 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
// XML Command Interface manager.
// This module uperates a TCP server to accept requests for scans, GBUdb
// operations, etc on behalf of an snf_EngineHandler.

#ifndef included_snfXCImgr_hpp
#define included_snfXCImgr_hpp

#include <string>
#include <queue>
#include "../CodeDweller/timing.hpp"
#include "../CodeDweller/threading.hpp"
#include "../CodeDweller/networking.hpp"
#include "snf_xci.hpp"

using namespace std;

// We need to know these exist ;-)

class snf_RulebaseHandler; // These exist.
class snf_EngineHandler; // These exist.

// Handy references and "standards"

static const string XCIErrorResponse = // Unrecognized request error.
"<snf><xci><error message=\'What was that?\'/></xci></snf>\n";

static const string XCIBadSetResponse = // Empty GBUdb set command error.
"<snf><xci><error message=\'No changes in set. Use test!\'/></xci></snf>\n";

// snfXCIServerCommandHandler Base Class for Server Command Processing.

class snfXCIServerCommandHandler { // Server Command Handler Base Class.
public:
virtual string processXCIRequest(snf_xci& X); // Server provides a useful processor.
};

// snfXCIJob encapsulates a single XCI transaction.

class snfXCIJob { // Job Packet.
public:
string Request; // XCI formatted request.
string Response; // XCI formatted response.
int SetupTime; // Setup time so far in ms.
void clear(); // Clear the buffers.
};

// snfXCIJobProcessor encapsulates the logic to respond to an XCI request.

class snfXCIJobProcessor { // XCI job processor.
private:
snf_xci myXCI; // XCI interpreter.
snf_RulebaseHandler* myHome; // Rulebase to use.
snf_EngineHandler* myEngine; // Scanner (set up internally).

bool isScanJob(); // True if myXCI is a scan job.
bool isGBUdbJob(); // True if myXCI is a GBUdb job.
bool isReportJob(); // True if myXCI is a Report job.
bool isCommandJob(); // True if myXCI is a Command job.
void processScan(snfXCIJob& J); // Process a scan request.
string processGBUdb(); // Process a GBUdb request.
string processStatusReport(); // Process a report request.

public:
snfXCIJobProcessor(snf_RulebaseHandler* H); // Setup scanner.
~snfXCIJobProcessor(); // Tear down scanner.
void process(snfXCIJob& J); // Process a Job.
};

// ChannelJob encapsulates a Client Job while in the queue and how long it has
// been in the system (since created).

class ChannelJob { // Wraper for job queue.
private:
TCPClient* myClient; // We have a TCPClient.
Timer Lifetime; // We have a timer.

public:
ChannelJob(); // We can be blank but usually
ChannelJob(TCPClient* C); // we are created like this.
msclock Age(); // How old is this job?
TCPClient* Client(); // What client does it hold?
};

// snfXCITCPChannel encapsulates the logic to queue and handle TCPClients for
// the XCI interface. The queued TCPClients each represent a single request.
// Each request is handled in turn by reading the request into an snfXCIJob,
// handing that snfXCIJob to an snfXCIJobProcessor, transmitting the result
// back to the TCPClient, closing the connection, and recycling the snfXCIJob
// object for the next round.

// snfXCITCPChannel shuts down when given a NULL TCPClient; This allows any
// jobs in queue to be handled before the thread stops. To shut down a channel
// { C->submit(NULL); C->join(); delete C; C = NULL;}

const int LineBufferSize = 256; // Line buffer size.

class snfXCITCPChannel : private Thread { // TCPClient processor & queue.
private:

snf_RulebaseHandler* myHome; // Rulebase handler.

snfXCIJobProcessor Processor; // XCI processor.
snfXCIJob Job; // XCI Job buffer.

volatile int LatestSize; // Queue Size Blinking Light.
Mutex QueueMutex; // Serializes queue changes.
ProductionGateway QueueGateway; // Keeps track of give and take.
queue<ChannelJob> JobQueue; // Queue of clients.
void give(ChannelJob& J); // give a client to the queue.
ChannelJob take(); // take a client from the queue.

char LineBuffer[LineBufferSize]; // Read Line Buffer.
void readRequest(TCPClient* Client); // Read Job.Request from Client.
void writeResponse(TCPClient* Client); // Write Job.Request from Client.

void myTask(); // Thread's main loop.

public:

snfXCITCPChannel(snf_RulebaseHandler* H, string N); // Create these with a home rulebase.
~snfXCITCPChannel(); // Destroy them very carefully.
int Size(); // Keep track of how full they are.
void submit(TCPClient* C); // This is how we submit jobs.

const static ThreadType Type; // The thread's type.

const static ThreadState XCI_Wait;
const static ThreadState XCI_Read;
const static ThreadState XCI_Process;
const static ThreadState XCI_Write;
const static ThreadState XCI_Close;
const static ThreadState XCI_Clear;
const static ThreadState XCI_Shutdown;

//const static ThreadState ThreadInitialized; // Constructed successfully.
};

// snfXCImgr encapsulates a service engine that takes XCI requests via TCP,
// performs the required actions, and returns an XCI response. It also checks
// to see if the configuration for the XCI interface has changed.

class snfXCImgr : private Thread { // XCI manager.
private:

Mutex ChannelMutex; // Safety Channel Up/Down events.

bool CFG_XCI_ON; // Is XCI turned on?
int CFG_XCI_PORT; // What port we listen to?
void checkCFG(); // Checks the configuration.

snf_RulebaseHandler* myHome; // Rulebase handler to service.
snfXCITCPChannel* C0; // XCI channel 0
snfXCITCPChannel* C1; // XCI channel 1
snfXCITCPChannel* C2; // XCI channel 2
snfXCITCPChannel* C3; // XCI channel 3
snfXCITCPChannel* BestAvailableChannel(); // Selects XCI channel w/ lowest queue.

TCPListener* Listener; // XCI Listener.

bool XCI_UP; // True if XCI is alive.
void startup_Listener(); // Listener startup function.
void shutdown_Listener(); // Listener shutdown function.
void startup_XCI(); // XCI startup function.
void shutdown_XCI(); // XCI shutdown function.

void myTask(); // Main thread task.

volatile int diagLoopCount;
volatile int diagClientCount;
bool TimeToStop; // True when shutting down.

public:

snfXCImgr(); // Construct with no home.
~snfXCImgr(); // Destroy to shut down.

void linkHome(snf_RulebaseHandler* Home); // Link to Home and set up shop.
int TotalQueue(); // Return the total work queue size.
void stop(); // Called to shut down.

int pollLoopCount(); // Get diagnostic loop count.
int pollClientCount(); // Get diagnostic client count.

const static ThreadType Type; // The thread's type.

const static ThreadState XCI_InitialConfig; // Getting initial configuration.
const static ThreadState XCI_InitialStartup; // Performing first startup.
const static ThreadState XCI_CheckConfig; // Checking configuration.
const static ThreadState XCI_PollingListener; // Polling Listener for jobs.
const static ThreadState XCI_SubmittingJob; // Submitting a new job.
const static ThreadState XCI_ListenerDown; // Listener is down.
const static ThreadState XCI_Stopping; // XCImgr Exiting Big Loop

};

#endif

+ 0
- 234
SNFMulti/snf_HeaderFinder.cpp Näytä tiedosto

@@ -1,234 +0,0 @@
// snf_HeaderFinder.cpp
// Copyright (C) 2007 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// See snf_HeaderFinder.hpp for details

#include "snf_HeaderFinder.hpp"

#include "snfLOGmgr.hpp"
#include "snfCFGmgr.hpp"

const int NumberOfByteValues = 256; // Number of possible byte values.

HeaderFinder::HeaderFinder( // To construct one of these:
snfScanData* EngineScanData, // -- Scanner control data ptr.
const HeaderDirectiveSet& Patterns, // -- this is the set of patterns.
const unsigned char* MessageBuffer, // -- this is the message buffer.
const int MessageLength // -- this is the length of the buffer.
) :
ScanData(EngineScanData), // Grab the scan control block.
HeaderDirectives(Patterns), // Grab the Directives and
Bfr(MessageBuffer), // the message buffer.
Len(MessageLength),
ImpossibleBytes(NumberOfByteValues, false), // Clear the impossible bytes cache.
Directives(0) { // Zero the composite result.
UnfoldHeaders(); // Unfold the headers.
}

void HeaderFinder::CheckContent(string& Header, const HeaderFinderPattern& P) { // Check for a match in the header.
if(string::npos != Header.find(P.Contains, P.Header.length())) { // If we find the required contents:

/*** if/else laddar - too complex for switch ***/

if(
HeaderDirectiveBypass == P.Directive || // If this is a bypass directive or
HeaderDirectiveWhite == P.Directive // a white header directive:
) {
Directives |= P.Directive; // Add the flags to our output.
} else

if(HeaderDirectiveDrillDown == P.Directive) { // If this is a DrillDown rule
ScanData->drillPastOrdinal(P.Ordinal); // mark the IP DrillDown flag.
Directives |= P.Directive; // Add the flags to our output.
} else

if(HeaderDirectiveContext == P.Directive) { // If this is a context activation
ActivatedContexts.insert(P.Context); // header then activate the context.
Directives |= P.Directive; // Add the flags to our output.
} else

if( // Are we forcing the message source?
HeaderDirectiveSource == P.Directive && // If we matched a source directive and
false == ScanData->FoundSourceIP() && // the source is not already set and
ActivatedContexts.end() != ActivatedContexts.find(P.Context) // and the source context is active then
) { // we set the source from this header.
// Extract the IP from the header.

const string digits = "0123456789"; // These are valid digits.
unsigned int IPStart =
Header.find_first_of(digits, P.Header.length()); // Find the first digit in the header.
if(string::npos == IPStart) return; // If we don't find it we're done.
const string ipchars = ".0123456789"; // These are valid IP characters.
unsigned int IPEnd = Header.find_first_not_of(ipchars, IPStart); // Find the end of the IP.
if(string::npos == IPEnd) IPEnd = Header.length(); // Correct for end of string cases.
ScanData->HeaderDirectiveSourceIP( // Extract the IP from the header and
Header.substr(IPStart, (IPEnd - IPStart)) // expose it to the calling scanner.
);
Directives |= P.Directive; // Add the flags to our output.
}
}
}

void HeaderFinder::MatchHeaders(string& Header) { // Check that the header matches.
if(0 >= Header.length()) return; // If there's nothing to look at, done!
HeaderFinderPattern Key; // We will need a handy key.
Key.Header.push_back(Header.at(0)); // Set up a minimal header string.
HeaderDirectiveIterator iK = HeaderDirectives.lower_bound(Key); // Locate the lower bound.

// At this point we have found a reasonable starting place for the
// header directives that might match this header. We will scan through
// them looking for a match. Since all matches should be grouped together
// in the set we will set a flag so that on the first non-match after that
// we can stop looking.

int CurrentOrdinal = 0; // Keep the current ordinal in scope.
bool FoundFirstMatch = false; // Have we found our first match?
for(;iK != HeaderDirectives.end();iK++) { // Scan through the directives.
const HeaderFinderPattern& P = (*iK); // Make a handy handle.
if(0 == Header.compare(0, P.Header.length(), P.Header)) { // Check for a matching header.
if(false == FoundFirstMatch) { // If this is our first match
FoundFirstMatch = true; // then set our first match flag
CurrentOrdinal = Ordinals[P.Header]; // and get the Ordinal. Then increment
Ordinals[P.Header] = CurrentOrdinal + 1; // the Ordinal for next time.
}
if(CurrentOrdinal == P.Ordinal) { // If the Ordinal matches our Directive
CheckContent(Header, P); // then check the content of the header.
} else
if(CurrentOrdinal < P.Ordinal) { // If we're into Directives bigger than
return; // our Ordinal then we're done.
}
} else { // If the header doesn't match and we
if(FoundFirstMatch) return; // were matching before then we're done.
if(Header.at(0)!=P.Header.at(0)) return; // If first bytes don't match, so done!
}
} // Move on to the next directive.
}

bool HeaderFinder::ByteIsImpossible(unsigned char b) { // Is b not first byte of any pattern?
if(ImpossibleBytes[b]) return true; // Don't look if we already know.
HeaderFinderPattern Key; // We will need a handy key.
Key.Header.push_back(b); // Set up a minimal header string.
HeaderDirectiveIterator iK = HeaderDirectives.lower_bound(Key); // Locate the lower bound.
if(iK == HeaderDirectives.end()) return (ImpossibleBytes[b] = true); // If we find nothing or the first byte
if((*iK).Header.at(0) != b) return (ImpossibleBytes[b] = true); // byte doesn't match it's impossible.
return false; // Otherwise we might find it ;-)
}

bool TrimToNextHeader(int& Pos, const unsigned char* Bfr, const int Len) { // Move Pos & check for EOH.
for(;(Pos < (Len-2));Pos++) { // Scan through the Bfr (stay in range).
switch(Bfr[Pos]) { // React to the byte at hand:
case '\t':
case '\r':
case ' ': { // Ordinary spaces and \r we skip.
break;
}
case '\n': { // On Newlines we check to see if
if( // this is the end of the headers.
('\r' == Bfr[Pos+1] && '\n' == Bfr[Pos+2]) || // Either \n\r\n or
('\n' == Bfr[Pos+1] ) // \n\n means EOH.
) {
return false; // If EOH, no more headers, send false.
}
break; // If not EOH then keep going.
}
default: { // Any other byte and we are done.
return true; // We have another header, send true.
}
}
} // If we run out of bytes then we
return false; // are also out of headers, send false.
}

void eatThisHeader(int& Pos, const unsigned char* Bfr, const int Len) { // Eat up to the next header.
for(;(Pos < (Len-1));Pos++) { // Scan through this header.
if('\n' == Bfr[Pos]) { // When we get to a new line check
if(' ' == Bfr[Pos+1] || '\t' == Bfr[Pos+1]) continue; // for and skip any folding. Anything
return; // other than folding and we're done.
}
}
}

void eatOrdinarySpace(int& Pos, const unsigned char* Bfr, const int Len) { // Eat all spaces (dedup, unfold, etc)
for(;Pos < Len;Pos++) { // Scan through the buffer.
switch(Bfr[Pos]) { // React to each byte.
case ' ': // Simply skip all ordinary spaces
case '\t': { // or tabs.
break;
}
default: { // At the first other byte
return; // we are done.
}
}
}
}

void captureThisHeader( // Capture the header and move pos.
string& Output, // Here is the output string.
int& Pos, // Here is the current position.
const unsigned char* Bfr, // Here is the buffer pointer.
const int Len // Here is the length of the buffer.
) {
Output.clear(); // Clear the output.
for(;(Pos < (Len-1)); Pos++) { // Scan through the header.
switch(Bfr[Pos]) { // React to each byte.
case '\r': { // If we find a <cr> ignore it.
break;
}
case '\n': { // If we find a <nl> check for folding.
if(' ' == Bfr[Pos+1] || '\t' == Bfr[Pos+1]) { // If we find folding then
++Pos; // move to the space
eatOrdinarySpace(Pos, Bfr, Len); // and gobble it up.
Output.push_back(' '); // output a single ordinary space
--Pos; // and drop back one for the loop's ++.
} else { // If the <nl> wasn't part of a fold
return; // then we are done with this header.
}
break; // Skip the rest of the switch.
}
case '\t': // When we come across a tab or
case ' ': { // a space then we will eat them
eatOrdinarySpace(Pos, Bfr, Len); // and any extras so they are converted
Output.push_back(' '); // into a single ordinary space.
--Pos; // Drop back one for the loop's ++.
break;
}
default: { // For all ordinary bytes we simply
Output.push_back(Bfr[Pos]); // add the byte to the string.
break;
}
}
}
}

void HeaderFinder::UnfoldHeaders() { // Unfold and check headers.
if(0 >= HeaderDirectives.size()) return; // Skip this if we have no patterns.
if(0 >= Len) return; // Skip if we have no message.
string TestHeader; // The header under test.

int Position = 0; // Position in Bfr.
for(;;) { // Scan through all of the headers.

// Skip any leading or leftover whitespace. Be sure to exit when we
// reach a blank new line. The capture routine later on will not eat
// the white space - that way we can check for the EOH in this one spot.

if(false == TrimToNextHeader(Position, Bfr, Len)) return; // If no more headers then we're done.

// Skip Impossible Headers -- no such first character.

if(ByteIsImpossible(Bfr[Position])) { // If we have no patterns for this
eatThisHeader(Position, Bfr, Len); // header then skip it and continue on
continue; // to the next one.
}

// Capture and unfold the header to test.

captureThisHeader(TestHeader, Position, Bfr, Len); // Unfold the header into TestHeader.

// Test the header.

MatchHeaders(TestHeader); // Match and activate header directives.
}
}


+ 0
- 96
SNFMulti/snf_HeaderFinder.hpp Näytä tiedosto

@@ -1,96 +0,0 @@
// snf_HeaderFinder.hpp
// Copyright (C) 2007 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// SNF Header Finder used for identifying headers in a message. A header match
// is defined by the name of the header, it's ordinal, and some string that is
// contained in that header. If the pattern is matched then one or more bits
// are set in a 32 bit status flag. Usually, one bit at a time. Other matchers
// that intend to set the same bits as are already set are turned off to save
// cycles.
//
// The initial implementation of this engine is for turning off GBUdb learning
// when one of the defined headers is matched. Other uses are likely to be
// developed. This engine will have to evolve as that occurrs.
//
// The evaluation of the status flag is defined by the application.

#ifndef snf_HeaderFinder_included
#define snf_HeaderFinder_included

#include <string>
#include <set>
#include <map>
#include <vector>

using namespace std;

struct HeaderFinderPattern { // Input pattern for header finder.
string Header; // Header name to match.
int Ordinal; // Which instance to match.
int Context; // Context link (for pairing patterns).
string Contains; // What to find in the header.
unsigned long int Directive; // What directive to present.

HeaderFinderPattern(): // When constructing a finder parttern
Header(""),Ordinal(0),Context(0),Contains(""),Directive(0){} // initialize it like this.

HeaderFinderPattern(const HeaderFinderPattern& P); // Copy constructor.

void clear(); // Do this to make fresh and clean.

HeaderFinderPattern& operator=(const HeaderFinderPattern& R); // Assignment operator.
const bool operator<(const HeaderFinderPattern& R) const; // Comparator for set<> living.
};

typedef set<HeaderFinderPattern> HeaderDirectiveSet; // Convenient set typedef.
typedef set<HeaderFinderPattern>::iterator HeaderDirectiveIterator; // Convenient iterator typedef.

typedef map<const string, int> NameOrdinalMap; // Header Ordinal Count Map.

// Upon construction the HeaderFinder scans the headers for matching directives
// and leaves the composite results ready for inspection via the () operator.
// UnfoldHeaders() strips and unfolds the headers then passes them to
// MatchHeaders() which tracks the ordinals for matching directives and passes
// those headers to CheckContent() to see if the required patterns are found.
// CheckContent() then updates the Directives if the appropriate content is
// found.

class snfScanData; // Yes, this does exist.

class HeaderFinder { // Header Finder Object.
private:

snfScanData* ScanData; // Scanner control data.
const HeaderDirectiveSet& HeaderDirectives; // Handle for the directives/patterns.
const unsigned char* Bfr; // Message buffer.
const int Len; // Message length.
vector<bool> ImpossibleBytes; // Cache of known impossible bytes.
unsigned long int Directives; // Composite result given this message.

set<int> ActivatedContexts; // Set of activated contexts.

NameOrdinalMap Ordinals; // Map of current header ordinals.

void CheckContent(string& Header, const HeaderFinderPattern& P); // Check for a match in the header.
void MatchHeaders(string& Header); // Check that the header matches.
bool ByteIsImpossible(unsigned char b); // Is b not first byte of any pattern?
void UnfoldHeaders(); // Unfold and check headers.

public:
HeaderFinder( // The constructor reads the message.
snfScanData* EngineScanData, // -- Scanner control data ptr.
const HeaderDirectiveSet& Patterns, // -- this is the set of patterns.
const unsigned char* MessageBuffer, // -- this is the message buffer.
const int MessageLength // -- this is the length of the buffer.
);

const unsigned long int operator()() const; // How to read the composite directives.
string EstablishedSourceIP; // Source IP from directive if any.
};

#include "snf_HeaderFinder.inline.hpp"

#endif

+ 0
- 50
SNFMulti/snf_HeaderFinder.inline.hpp Näytä tiedosto

@@ -1,50 +0,0 @@
// snf_HeaderFinder.inline.hpp
// Copyright (C) 2007 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
// Inline methods.

inline const bool HeaderFinderPattern::operator<(const HeaderFinderPattern& R) const { // Comparator for set<> living.
if(Header < R.Header) { // If the Header name is < then true!
return true;
} else
if(Header == R.Header) { // If the Header name is == then
if(Ordinal < R.Ordinal) { // check the Ordinal. If it's < then
return true; // true!
} else
if(Ordinal == R.Ordinal) { // If the Ordinal == then
if(Contains < R.Contains) { // check the Contains. If it is < then
return true; // true!
}
}
}
return false; // In all other cases this is not < R
}

inline HeaderFinderPattern::HeaderFinderPattern(const HeaderFinderPattern& P) { // Copy constructor.
Header = P.Header;
Ordinal = P.Ordinal;
Context = P.Context;
Directive = P.Directive;
Contains = P.Contains;
}

inline void HeaderFinderPattern::clear() { // Do this to make fresh and clean.
Header.clear();
Ordinal = Context = Directive = 0;
Contains.clear();
}

inline HeaderFinderPattern&
HeaderFinderPattern::operator=(const HeaderFinderPattern& R) { // Assignment operator.
Header = R.Header;
Ordinal = R.Ordinal;
Context = R.Context;
Directive = R.Directive;
Contains = R.Contains;
return *this;
}


inline const unsigned long int HeaderFinder::operator()() const { // Return the Directives.
return Directives;
}

+ 0
- 793
SNFMulti/snf_engine.cpp Näytä tiedosto

@@ -1,793 +0,0 @@
// snf_engine.cpp
//
// (C) 1985-2004 MicroNeil Research Corporation
// (C) 2005-2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// Derived from original work on cellular automation for complex pattern
// reflex engine 1985 Pete McNeil (Madscientist)
//
// Derived from rapid scripting engine (token matrix) implementation 1987
//

// 20040419 _M Adding Verify() method. Beginning with version 2-3 of Message Sniffer
// we are embedding a Mangler digest of the rulebase file. The Verify() method reconstructs
// the digest and compares it. This ensures that no part of the rulebase file can be
// corrupted without the snf2check utility detecting the problem. Prior to this version
// it was possible to have undetected corruption in the middle of the rulebase file. The
// Mangler digest will prevent that.

// 20030130 _M Added testing section in TokenMatrix to throw an exeption if the file
// is too small to be a valid matrix. The value is calculated based on the idea that a
// valid matrix will have been encrypted in two segments so the file must be at least
// as large as these two segments. This is intended to solve the zero-length-rulebase
// bug where an access violation would occur if the file was of zero length.

// 20021030 _M Creation of snf_engine module by dragging the sniffer pattern matching engine out
// of the sniffer.cpp file.

#include <unistd.h>
#include <cstdio>
#include <cctype>
#include <ctime>
#include <cstdlib>
#include <fstream>
#include <iostream>
#include <string>
#include "../CodeDweller/mangler.hpp"
#include "snf_engine.hpp"

using namespace std;

///////////////////////////////////////////////////////////////////////////////////////////
// BEGIN IMPLEMENTATIONS //////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////

// Token Matrix Implementations ///////////////////////////////////////////////////////////

// TokenMatrix::Load(filename)

void TokenMatrix::Load(string& FileName) { // Initialize using a string for file name.
Load(FileName.c_str()); // Convert the string to a null terminated
} // char* and call the function below.

void TokenMatrix::Load(const char* FileName) { // Initializes the token matrix by file name.

ifstream MatrixFile(FileName,ios::binary); // Open the file.
if(MatrixFile == NULL || MatrixFile.bad()) // If anything is wrong with the file
throw BadFile("TokenMatrix::Load()(MatrixFile==NULL || MatrixFile.bad())"); // then throw a bad file exception.

Load(MatrixFile); // Load the matrix from the file.
MatrixFile.close(); // Be nice and clean up our file.
}

// TokenMatrix::Load(stream)
const AbortCheck CompatibleIntSizeCheck("TokenMatrix::Load():CompatibleIntSizeCheck(sizeof(unsigned int)==4)");

void TokenMatrix::Load(ifstream& F) { // Initializes the token matrix from a file.
CompatibleIntSizeCheck(sizeof(unsigned int)==4); // Check our assumptions.

MatrixSize = 0; // Clear out the old Matrix Size and array.
if(Matrix) delete Matrix; // that is, if there is an array.

F.seekg(0,ios::end); // Find the end of the file.
MatrixSize = F.tellg() / sizeof(Token); // Calculate how many tokens.
F.seekg(0); // Go back to the beginning.

if(MatrixSize < MinimumValidMatrix) // If the matrix file is too small then
throw BadMatrix("TokenMatrix::Load() (MatrixSize < MinimumValidMatrix)"); // we must reject it.

Matrix = new Token[MatrixSize]; // Allocate an array of tokens.

if(Matrix == NULL) // Check for an allocation error.
throw BadAllocation("TokenMatrix::Load() Matrix == NULL)"); // and throw an exception if it happens.

F.read( // Now read the file into the allocated
reinterpret_cast<char*>(Matrix), // matrix by recasting it as a character
(MatrixSize * sizeof(Token))); // buffer of the correct size.

if(F.bad()) // If there were any problems reading the
throw BadMatrix("TokenMatrix::Load() (F.bad())"); // matrix then report the bad matrix.
}

// TokenMatrix::Validate(key)

void TokenMatrix::Validate(string& SecurityKey) { // Decrypts and validates the matrix.

MANGLER ValidationChecker; // Create a mangler engine for validation.

// In order to do the validation we must look at the token matrix as a sequence of bytes.
// We will be decrypting the first and last SecurtySegmentSize of this sequence and then
// detecting wether the appropriate security key has been properly encrypted in the end.
// If we find everything as it should be then we can be sure that the two segments have
// not been tampered with and that we have the correct security key.

unsigned char* TokensAsBytes = reinterpret_cast<unsigned char*>(Matrix);
int BytesInTokenMatrix = (MatrixSize * sizeof(Token));

// Now that we have all of that stuff let's initialize our ValidationChecker.

// Note that the length of our security key is always 24 bytes. The license
// id is 8 bytes, the authentication code is 16 bytes. We don't bother to check
// here because if it's wrong then nothing will decrypt and we'll have essentially
// the same result. Note also that on the end of the rule file we pad this
// encrypted security id with nulls so that we can create a string from it easily
// and so that we have precisely 32 bytes which is the same size as 4 tokens.
//
// Note: The 32 byte value is in SecurityKeyBufferSize. This means that we can
// accept security keys up to 31 bytes in length. We need the ending null to
// assure our null terminated string is as expected. The security key block must
// match up with the edges of tokens in the matrix so we pad the end with nulls
// when encoding the security key in the encoded file.

int SecurityKeyLength = SecurityKey.length(); // For the length of our key
for(int a=0;a<SecurityKeyLength;a++) // feed each byte through the
ValidationChecker.Encrypt(SecurityKey.at(a)); // mangler to evolve the key
// state.

// Now we're ready to decrypt the matrix... We start with the first segment.

for(int a=0;a<SecuritySegmentSize;a++) // For the length of the segment
TokensAsBytes[a] = // replace each byte with the
ValidationChecker.Decrypt(TokensAsBytes[a]); // decrypted byte.

// Next we decrypt the last security segment...

for(int a= BytesInTokenMatrix - SecuritySegmentSize; a<BytesInTokenMatrix; a++)
TokensAsBytes[a] =
ValidationChecker.Decrypt(TokensAsBytes[a]);

// Now that we've done this we should find that our SecurityKey is at the end
// of the loaded token matrix... Let's look and find out shall we?!!!

unsigned char* SecurityCheckKey = // Reference the check
& TokensAsBytes[BytesInTokenMatrix-SecurityKeyBufferSize]; // space in the matrix.

SecurityCheckKey[SecurityKeyBufferSize-1] = 0; // Add a safety null just in case.

string SecurityCheck((char*)SecurityCheckKey); // Make a string.

// By now we should have a SecurityCheck string to compare to our SecurityKey.
// If they match then we know everything worked out and that our token matrix has
// been decrypted properly. This is also a good indication that our token matrix
// is not incomplete since if it were the decryption wouldn't work. Saddly, we
// don't have the computing cycles to decrypt the entire file - so we won't be
// doing that until we can load it in a server/daemon and then reuse it over and
// over... Once that happens we will be able to detect tampering also.

if(SecurityKey != SecurityCheck) // If the security keys don't match
throw BadMatrix("TokenMatrix::Validate() (SecurityKey != SecurityCheck)"); // then we have an invalid matrix.
}

// TokenMatrix::Verify(key)

void TokenMatrix::Verify(string& SecurityKey) { // Builds and verifies a file digest.

MANGLER DigestChecker; // Create a mangler for the digest.

// Gain access to our token matrix as bytes.

unsigned char* TokensAsBytes = reinterpret_cast<unsigned char*>(Matrix);
int BytesInTokenMatrix = (MatrixSize * sizeof(Token));

// Initialize our digest engine with the security key.

int SecurityKeyLength = SecurityKey.length(); // For the length of our key
for(int a=0;a<SecurityKeyLength;a++) // feed each byte through the
DigestChecker.Encrypt(SecurityKey.at(a)); // mangler to evolve the key
// state.
// Build the digest.

int IndexOfDigest = // Find the index of the digest by
BytesInTokenMatrix - // starting at the end of the matrix,
SecurityKeyBufferSize - // backing up past the security key,
RulebaseDigestSize; // then past the digest.

int a=0; // Keep track of where we are.
for(;a<IndexOfDigest;a++) // Loop through up to the digest and
DigestChecker.Encrypt(TokensAsBytes[a]); // pump the file through the mangler.

// Now that the digest is built we must test it.
// The original was emitted by encrypting 0s so if we do the same thing we will match.

for(int b=0;b<RulebaseDigestSize;b++) // Loop through the digest and compare
if(DigestChecker.Encrypt(0)!=TokensAsBytes[a+b]) // our digest to the stored digest. If
throw BadMatrix("TokenMatrix::Verify() Bad Digest"); // any byte doesn't match it's bad!

// If we made it through all of that then we're valid :-)

}

void TokenMatrix::FlipEndian() { // Converts big/little endian tokens.
unsigned int* UInts = reinterpret_cast<unsigned int*>(Matrix); // Grab the matrix as uints.
int Length = ((MatrixSize * sizeof(Token)) / sizeof(unsigned int)); // Calculate it's size.
for(int i = 0; i < Length; i++) { // Loop through the array of u ints
unsigned int x = UInts[i]; // and re-order the bytes in each
x = ((x & 0xff000000) >> 24) | // one to swap from big/little endian
((x & 0x00ff0000) >> 8) | // to little/big endian.
((x & 0x0000ff00) << 8) |
((x & 0x000000ff) << 24);
UInts[i] = x; // Put the flipped int back.
}
}

// Evaluator Implementations //////////////////////////////////////////////////////////////

// 20030216 _M Optimization conversions

inline int Evaluator::i_lower() { return myEvaluationMatrix->i_lower; }
inline bool Evaluator::i_isDigit() { return myEvaluationMatrix->i_isDigit; }
inline bool Evaluator::i_isSpace() { return myEvaluationMatrix->i_isSpace; }
inline bool Evaluator::i_isAlpha() { return myEvaluationMatrix->i_isAlpha; }


// Evaluator::Evaluator(position,evalmatrix) Constructor

Evaluator::Evaluator(unsigned int s, EvaluationMatrix* m) { // Constructor...

myEvaluationMatrix = m; // Capture the matrix I live in.
Matrix = myEvaluationMatrix->getTokens(); // Capture the token matrix I walk in.
MatrixSize = myEvaluationMatrix->getMatrixSize(); // And get it's size.
PositionLimit = MatrixSize - 256; // Calculate the safety limit.

StreamStartPosition = s; // Always record our starting point.
NextEvaluator = NULL; // Allways start off with no extensions.
CurrentPosition = 0; // Always start at the root of the matrix;
WildRunLength = 0; // No run length when new.

Condition = DOING_OK; // Start off being ok.
}

// Evaluator::EvaluateThis()

Evaluator::States Evaluator::EvaluateThis(unsigned short int i) { // Follow the this byte.

Condition = FALLEN_OFF; // Start off guessing we'll fall off.

// First upgrade will be to DOING_OK, after that we launch buddies.

// In order to handle wildcard characters, this evaluation function must actually
// compare the character to a number of possibilities in most-specific to least-
// specific order to see if any match. In order to support overlapping rule sets,
// if more than one wildcard matches at this node, an additional evaluator will be
// placed in line already _AT THIS PATH POINT_ so that both possibilities will be
// explored. New evaluators are always added at the TOP of the list so we are always
// guaranteed not to overdrive an evaluator and end up in a recursive race condition.

// 20030216 _M Optimizations. In order to reduce the number of instructions per byte
// the parent Evaluation Matrix will now translate the byte i into boolean flags
// indicating if they are digits, white, letters, etc... and converting to lower
// case etc... This conversion is then done only once so that thereafter only a simple
// comparison need be made. This should eliminate many function calls and a collection
// of numeric comparisons.
//
// I am also moving the simple comparisons to the front of each logical section so
// that failures there can short-circuit subsequent logic to view the state of the
// matrix regardin that character. The matrix lookup is likely to be more expensive
// than a single binary comparison.

// For safety, we check our evaluation position here - If xNoCase is out of range
// then we will return OUT_OF_RANGE to indicate the problem rather than accessing
// data beyone our token matrix's limits.

/*** 20070606 _M Reduced the strength of this check from 3 comparisons to 1.
**** CurrentPosition is now an unsigned int so it cannot be negative. The limit
**** is now calculated once in the constructor as PositionLimit.

if(
CurrentPosition < 0 || // Position should never be < 0
xPrecise >= MatrixSize || // nor xPrecise over the top.
xNoCase >= MatrixSize // nor NoCase over the top.
) // If either occur we have a
return Condition = OUT_OF_RANGE; // bad matrix.
***/

if(CurrentPosition >= PositionLimit) return Condition = OUT_OF_RANGE;

// All of the positions calculated below are guaranteed to be within the ranges checked
// above so we're safe if we get to this point.

// So, at this point it's safe to check and see if I'm terminated. Note that if I
// am at a termination point, my path has terminated and I have a symbol so I don't
// need to resolve any more characters - even the current one.

if(Matrix[CurrentPosition].isTermination()) return Condition = TERMINATED;

// NOTE: The above is written for sudden-death termination. Eventually we will want
// to support deep - filters which will show every rule match and this will need to
// be rewritten.

// Evaluation order, most-to-least specific:

int xPrecise = CurrentPosition + i; // Match Precise Character
int xNoCase = CurrentPosition + i_lower(); // Match Case insensitive

// Of course I may need to resolve some of the following
// wildcard characters.

int xLetter = CurrentPosition + WILD_LETTER; // Match Any letter.
int xDigit = CurrentPosition + WILD_DIGIT; // Match Any digit.
int xNonWhite = CurrentPosition + WILD_NONWHITE; // Match Any non-whitespace.
int xWhiteSpace = CurrentPosition + WILD_WHITESPACE; // Match Any whitespace.
int xAnyInline = CurrentPosition + WILD_INLINE; // Match Any byte but new line.
int xAnything = CurrentPosition + WILD_ANYTHING; // Match Any character at all.
int xRunGateway = CurrentPosition + RUN_GATEWAY; // Match the run-loop gateway.

// Try to match the precise character.

if(Matrix[xPrecise].Character() == i) { // If we've matched our path
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xPrecise +
Matrix[xPrecise].Vector; // Move myself along this path.
}

// Try to match the case insensitive character.

if(i_lower()!=i && Matrix[xNoCase].Character()==i_lower()){

// If we've matched our path
// with a compromized case then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xNoCase +
Matrix[xNoCase].Vector; // Move myself along this path.
}
// If we more than one match then
else { // lets try to make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xNoCase].Vector+xNoCase);

}
}

// Start looking at wildcards... Here's where we must limit run length.

if(Condition == DOING_OK) // If we matched above we'll
WildRunLength = 0; // reset our wild run count.
// If not then we need to keep
else { // track of our run length.

++WildRunLength; // Count up the run length.
if(WildRunLength >= MaxWildRunLength) // If we exceed the max then
return Condition = FALLEN_OFF; // we've fallen off the path
} // and we do it immediately.

// WILD_LETTER
// If that didn't do it for us...
// Try to match any letter character.

// The way this next one works (and the rest of the wildcards) is we look into
// the token matrix to see if the wildcard is part of the current path... If it
// is then we compare the incoming character to that wildcard evaluation function
// and if it is true, then we've got a match.

if(i_isAlpha() && Matrix[xLetter].Character()==WILD_LETTER){

// If we've matched our path
// with any letter then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xLetter +
Matrix[xLetter].Vector; // Move myself along this path.
}

else { // Otherwise make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xLetter].Vector+xLetter);

}
}

// WILD_DIGIT
// If that didn't do it for us...
// Try to match any digit character.

if(i_isDigit() && Matrix[xDigit].Character()==WILD_DIGIT){

// If we've matched our path
// with any letter then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xDigit +
Matrix[xDigit].Vector; // Move myself along this path.
}

else { // Otherwise make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xDigit].Vector+xDigit);

}
}

// WILD_NONWHITE
// If that didn't do it for us...
// Try to match any non-whitespace character.

if(!i_isSpace() && Matrix[xNonWhite].Character()==WILD_NONWHITE){

// If we've matched our path
// with any letter then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xNonWhite +
Matrix[xNonWhite].Vector; // Move myself along this path.
}

else { // Otherwise make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xNonWhite].Vector+xNonWhite);

}
}

// WILD_WHITESPACE
// If that didn't do it for us...
// Try to match any whitespace character.

if(i_isSpace() && Matrix[xWhiteSpace].Character()==WILD_WHITESPACE){

// If we've matched our path
// with any whitespace then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xWhiteSpace +
Matrix[xWhiteSpace].Vector; // Move myself along this path.
}

else { // Otherwise make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xWhiteSpace].Vector+xWhiteSpace);

}
}

// WILD_INLINE
// If that didn't do it for us...
// Try to match any character EXCEPT a new line.

if(i != '\n' && Matrix[xAnyInline].Character()==WILD_INLINE){

// If we've matched our path
// with any byte but \n then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xAnyInline +
Matrix[xAnyInline].Vector; // Move myself along this path.
}

else { // Otherwise make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xAnyInline].Vector+xAnyInline);

}
}

// WILD_ANYTHING
// If that didn't do it for us...
// Try to match any character.

if(Matrix[xAnything].Character()==WILD_ANYTHING){

// If we've matched our path
// with any letter then
if(Condition==FALLEN_OFF) { // check: if no matches yet,
Condition = DOING_OK; // upgrade to doing ok.
CurrentPosition = xAnything +
Matrix[xAnything].Vector; // Move myself along this path.
}

else { // Otherwise make a buddy...

// If there's no duplicate buddy like this already, then we'll create one.
// To create a buddy, add an evaluator at the top of the list (behind us) and
// set it's position as if it had been here all along and had matched the current
// character. Next time we evaluate it will be just like all the others.

myEvaluationMatrix->
AddEvaluator(StreamStartPosition,Matrix[xAnything].Vector+xAnything);

}
}

// 20021112 _M
// Beginning with version 2 of Message Sniffer we've implemented a new construct
// for run-loops that prevents any interference between rules where run-loops might
// appear in locations coinciding with standard match bytes. The new methodology
// uses a special run-loop-gateway character to isolate any run loops from standard
// nodes in the matrix. Whenever a run-loop gateway is present at a node a buddy is
// inserted AFTER the current evaluator so that it will evaluate the current character
// from the position of the run-loop gateway. This allows run loops to occupy the same
// positional space as standard matches while maintaining isolation between their paths
// in the matrix.

// We don't want to launch any run loop buddies unless we matched this far. If we did
// match up to this point and the next character in a pattern includes a run loop then
// we will find a gateway byte at this point representing the path to any run loops.

// If we made it this far launch a buddy for any run-loop gateway that's present.
// Of course, the buddy must be evaluated after this evaluator during this pass because
// he will have shown up late... That is, we don't detect a run gateway until we're
// sitting on a new node looking for a result... The very result we may be looking for
// could be behind the gateway - so we launch the buddy behind us and he will be able
// to match anything in this pass that we missed when looking for a non-run match.

if(Matrix[xRunGateway].Character() == RUN_GATEWAY)
myEvaluationMatrix->
InsEvaluator(StreamStartPosition,Matrix[xRunGateway].Vector+xRunGateway);

// At this point, we've tried all of our rules, and created any buddies we needed.
// If we got a match, we terminated long ago. If we didn't, then we either stayed
// on the path or we fell off. Either way, the flag is in Condition so we can send
// it on.

return Condition;

}

///////////////////////////////////////////////////////////////////////////////////////////
// EvaluationMatrix Implementations ///////////////////////////////////////////////////////

// EvaluationMatrix::AddMatchRecord(int sp, int ep, int sym)

// Most of this functionality is about deep scans - which have been put on hold for now
// due to the complexity and the scope of the current application. For now, although
// we will use this reporting mechanism, it will generally record only one event.

MatchRecord* EvaluationMatrix::AddMatchRecord(int sp, int ep, int sym) {

// 20030216 _M Added range check code to watch for corruption. Some systems have
// reported matches with zero length indicating an undetected corruption. This
// range check will detect and report it.

if(sp==ep) // Check that we're in range - no zero
throw OutOfRange("sp==ep"); // length pattern matches allowed!

MatchRecord* NewMatchRecord = // Then, create the new result object
new MatchRecord(sp,ep,sym); // by passing it the important parts.

if(NewMatchRecord==NULL) // Check for a bad allocation and throw
throw BadAllocation("NewMatchRecord==NULL"); // an exception if that happens.

if(ResultList == NULL) { // If this is our first result we simply
ResultList = NewMatchRecord; // add the result to our list, and of course
LastResultInList = NewMatchRecord; // it is the end of the list as well.
} else { // If we already have some results, then
LastResultInList->NextMatchRecord = // we add the new record to the result list
NewMatchRecord; // and record that the new record is now the
LastResultInList = NewMatchRecord; // last result in the list.
}

return NewMatchRecord; // Return our new match record.
}


// EvaluationMatrix::AddEvaluator()

// 20021112 _M
// This function has be modified to include a check for duplicates as well as setting
// the mount point for the new evaluator. This eliminates a good deal of code elsewhere
// and encapsulates the complete operation. If a duplicate evaluator is found then the
// function returns NULL indicating that nothing was done. In practic, no check is made
// since any serious error conditions cause errors to be thrown from within this function
// call. These notes apply to some extent to InsEvaluator which is copied from this function
// and which has the only difference of putting the new evaluator after the current one
// in the chain in order to support branch-out operations for loop sequences in the matrix.

Evaluator* EvaluationMatrix::AddEvaluator(int s, unsigned int m) { // Adds a new evaluator at top.

if(!isNoDuplicate(m)) return NULL; // If there is a duplicate do nothing.

if(CountOfEvaluators >= MAX_EVALS) // If we've exceeded our population size
throw MaxEvalsExceeded("Add:CountOfEvaluators >= MAX_EVALS"); // then throw an exception.

Evaluator* NewEvaluator = SourceEvaluator(s,this); // Make up a new evaluator.

if(NewEvaluator == NULL) // Check for a bad allocation and throw
throw BadAllocation("Add:NewEvaluator == NULL"); // an exception if it happens.

NewEvaluator->NextEvaluator = EvaluatorList; // Point the new evaluator to the list.
EvaluatorList = NewEvaluator; // Then point the list head to
// the new evaluator.

NewEvaluator->CurrentPosition = m; // Esablish the mount point.

++CountOfEvaluators; // Add one to our evaluator count.
if(CountOfEvaluators > MaximumCountOfEvaluators) // If the count is the biggest we
MaximumCountOfEvaluators = CountOfEvaluators; // have seen then keep track of it.

return NewEvaluator; // Return the new evaluator.
}

// EvaluationMatrix::InsEvaluator()

Evaluator* EvaluationMatrix::InsEvaluator(int s, unsigned int m) { // Inserts a new evaluator.

if(!isNoDuplicate(m)) return NULL; // If there is a duplicate do nothing.

if(CountOfEvaluators >= MAX_EVALS) // If we've exceeded our population size
throw MaxEvalsExceeded("Ins:CountOfEvaluators >= MAX_EVALS"); // then throw an exception.

Evaluator* NewEvaluator = SourceEvaluator(s,this); // Make up a new evaluator.

if(NewEvaluator == NULL) // Check for a bad allocation and throw
throw BadAllocation("Ins:NewEvaluator == NULL"); // an exception if it happens.

NewEvaluator->NextEvaluator = // Point the new evaluator where the
CurrentEvaluator->NextEvaluator; // current evalautor points... then point
CurrentEvaluator->NextEvaluator = // the current evaluator to this one. This
NewEvaluator; // accomplishes the insert operation.

NewEvaluator->CurrentPosition = m; // Esablish the mount point.

++CountOfEvaluators; // Add one to our evaluator count.
if(CountOfEvaluators > MaximumCountOfEvaluators) // If the count is the biggest we
MaximumCountOfEvaluators = CountOfEvaluators; // have seen then keep track of it.

return NewEvaluator; // Return the new evaluator.
}

// EvaluationMatrix::DropEvaluator()

void EvaluationMatrix::DropEvaluator() { // Drops the current evaluator from the matrix.

Evaluator* WhereTo = CurrentEvaluator->NextEvaluator; // Where do we go from here?

// First step is to heal the list as if the current evaluator were not present.
// If there is no previous evaluator - meaning this should be the first one in the
// list - then we point the list head to the next evaluator on the list (WhereTo)

if(PreviousEvaluator != NULL) // If we have a Previous then
PreviousEvaluator->NextEvaluator = WhereTo; // our next is it's next.
else // If we don't then our next
EvaluatorList = WhereTo; // is the first in the list.

// Now that our list is properly healed, it's time to drop the dead evaluator and
// get on with our lives...

CurrentEvaluator->NextEvaluator = NULL; // Disconnect from any list.
CacheEvaluator(CurrentEvaluator); // Drop the current eval.

CurrentEvaluator = WhereTo; // Move on.

--CountOfEvaluators; // Reduce our evaluator count.

}


// EvaluationMatrix::EvaluateThis()
//
// This function returns the number of matches that were found. It is possible for more
// than one evaluator to match on a single character.
//
// 0 indicates no matches were found.
// >0 indicates some matches were found.
// If there is a problem then an exception will be thrown.

int EvaluationMatrix::EvaluateThis(unsigned short int i) {

AddEvaluator(CountOfCharacters,0); // First, add a new Evaluator at the root of the
// matrix for the current position in the scan
// stream.

// The new evaluator is now at the top of our list.
// If there was a problem then an exception will have been thrown.
// If our allocation worked ok, then we'll be here and ready to start scanning
// the rule set with our current character.

PassResult = 0; // Start by assuming we won't match.
CurrentEvaluator = EvaluatorList; // Start at the top of the list.
PreviousEvaluator = NULL; // NULL means previous is the top.

// 20030216 _M
// Next do some basic conversions and evaluations so they don't need to be done
// again within the evaluators. From now on the evaluators will look here for basic
// conversions and boolean check values rather than performing the checks themselves.

i_lower = tolower(i); // Convert i to lower case.
i_isDigit = isdigit(i); // Check for a digit.
i_isSpace = isspace(i); // Check for whitespace.
i_isAlpha = isalpha(i); // Check for letters.

// Next, loop through the list and pass the incoming character to
// each evaluator. Drop those that fall off, and record those that terminate. The
// rest of them stick around to walk their paths until they meet their fate.

while(CurrentEvaluator != NULL) { // While there are more evaluators...
// go through the list and evaluate
switch(CurrentEvaluator->EvaluateThis(i)) { // the current character against each.

case Evaluator::FALLEN_OFF: { // If we've fallen off the path
DropEvaluator(); // drop the current evaluator and
break; // move on with our lives.
}

case Evaluator::DOING_OK: { // If we're still going then...
PreviousEvaluator = CurrentEvaluator; // keep track of where we've been and
CurrentEvaluator = // move forward to the next evaluator
CurrentEvaluator->NextEvaluator; // in the list.
break;
}

case Evaluator::TERMINATED: { // If we've terminated a path...
++PassResult; // Record our PassResult.

// Create a new match result using the data in the current evaluator.
// If there is a problem adding the match an exception will be thrown.

AddMatchRecord(
CurrentEvaluator->StreamStartPosition,
CountOfCharacters - 1,
myTokenMatrix->Symbol(CurrentEvaluator->CurrentPosition)
);

// From Version 2 onward we're always doing deep scans...
// Having successfully recorded the result of this critter we can kill them off.

DropEvaluator(); // He's dead.
break; // Now let's keep looking.
}

case Evaluator::OUT_OF_RANGE: { // This result is really bad and
throw OutOfRange("case Evaluator::OUT_OF_RANGE:"); // probably means we have a bad matrix.
break;

// The reason we don't throw OutOfRange from within the evaluator is that we
// may want to take some other action in the future... So, we allow the evaluator
// to tell us we sent it out of range and then we decide what to do about it.

}
}
}

// At the end of this function our PassResult is either an error (which is
// reported immediately), or it is a match condition. We start out by assuming
// there will be no match. If we find one, then we reset that result... so at
// this point, all we need do is report our findings.

++CountOfCharacters; // Add one to our Character Count statistic.

// Note that from this point on, the index in the stream is one less than the
// CountOfCharacters... for example, if I've evaluated (am evaluating) one character
// the it's index is 0. This will be important when we create any match records.

return PassResult; // When we're finished, return the last known result.
}

+ 0
- 547
SNFMulti/snf_engine.hpp Näytä tiedosto

@@ -1,547 +0,0 @@
// snf_engine.hpp
//
// (C) 1985-2004 MicroNeil Research Corporation
// (C) 2005-2009 ARM Research Labs, LLC.
//
// Derived from original work on cellular automation for complex pattern
// reflex engine 1985 Pete McNeil (Madscientist)
//
// Derived from rapid scripting engine (token matrix) implementation 1987
//

// This is the header file for the sniffer pattern matching engine.

// 20080305 _M - Added FlipEndian() function to convert rulebases from their
// native little-endian format to big-endian format for CPUs that need it. See
// additional work in SNFMulti to call the FlipEndian() function AFTER the
// rulebase has been authenticated but before it is put into use.

// 20070606 _M - Refactored exceptions to use base std::exception and improved
// the evaluator code to reduce the strength of safety testing from 3 compares
// per byte to 1.

// 20060531 _M - Added evaluator caching to save a few cycles by not allocating
// new memory and performing a complete initialization of an evaluator if there
// is already one handy from a previous use.

// 20021030 _M - Created.

#ifndef _MN_SNF_ENGINE
#define _MN_SNF_ENGINE

#include <cassert>
#include <stdexcept>
#include <unistd.h>
#include <cstdio>
#include <cctype>
#include <ctime>
#include <cstdlib>
#include <fstream>
#include <iostream>
#include <string>
#include <exception>
#include "../CodeDweller/faults.hpp"
#include "../CodeDweller/mangler.hpp"
//#include "../nvwa-0.6/nvwa/debug_new.h"

using namespace std;

// 20030929 _M SYMBOL_RANGE moved to snf_engine.hpp as part of augmenting the
// capability of a match record. Match records now can decode themselves.

const int SYMBOL_RANGE = 256; // Symbol result coding modulator.

// Let's create our utility classes and structures.

// The Token class.
// This class represents the structure of a token. The rule file is, in fact,
// a token matrix. Tokens within the matrix allow the sniffer to navigate through
// a state change matrix attempting to locate special positions that indicate the
// termination of a path, or more specifically, the recognition of a string that
// has been evaluated along that path.
//
// IT IS IMPORTANT TO NOTE THAT AS THESE PROGRAMS ARE WRITTEN IT ASSUMES WE ARE IN
// A 32 BIT INTEL ENVIRONMENT SO THAT THE TOKEN MATRIX CAN BE LOADED IN A SINGLE PASS
// USING A BINARY INPUT STREAM.

////////////////////////////////////////////////////////////////////////////////////////
// Token Declaration ///////////////////////////////////////////////////////////////////

class Token { // Token class for defining and interpreting nodes within the matrix.

public: // Beginning of Public stuff.

int Check; // The first int is a check character.
int Vector; // The second int is a vector.

// isUnused() Returns true if the token is in an unused state.

int isUnused() {
return (Check==-1 && Vector==0) ? true : false;
}

// isTermination() Returns true if the token is in a termination state.

int isTermination() {
if(Check==0 && Vector > 0)
return true;
else
return false;
}

// Symbol() Returns the symbol value for the token.

int Symbol() { return Vector; }

// Character() Returns the check character for this token.

int Character() { return Check; }

// End of Public stuff.
// Note that no constructor is needed because the default constructor will do nicely.

};

////////////////////////////////////////////////////////////////////////////////////////
// Token Matrix Declaration ////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
//
// The Token Matrix loads, verifies, and maintains an array of tokens for the evaluators
// to live in. This class provides safe access to the token matrix.
//
////////////////////////////////////////////////////////////////////////////////////////

class TokenMatrix {

private:

Token* Matrix; // Where we hold the token matrix.
int MatrixSize; // What size is the matrix.

public:

// Exceptions...

class BadAllocation : public runtime_error { // Exception for a bad memory allocation.
public: BadAllocation(const string& w):runtime_error(w) {}
};
class BadMatrix : public runtime_error { // Exception for invalid matrix loads.
public: BadMatrix(const string& w):runtime_error(w) {}
};
class BadFile : public runtime_error { // Exception for missing rulebase files.
public: BadFile(const string& w):runtime_error(w) {}
};
class OutOfRange : public runtime_error { // Exception for indexes out of range.
public: OutOfRange(const string& w):runtime_error(w) {}
};

// Standards...

static const int SecuritySegmentSize = 1024; // File Authentication Segment
static const int SecurityKeyBufferSize = 32; // Security Key Pad Block Size
static const int RulebaseDigestSize = 64; // Number of bytes in digest.

static const int MinimumValidMatrix = // Establish the smallest valid
SecuritySegmentSize * 2 / SecurityKeyBufferSize; // matrix size

// The first interface component checks the range and gives up the token.

Token at(int x) { // Get the token at x
if(x<0 || x>=MatrixSize) // Check to see if we're in bounds.
throw OutOfRange("(x<0 || x>=MatrixSize)"); // If we're not then throw an exception.
return Matrix[x]; // If we are then give it to them.
}

// The second interface component delivers the Matrix if it's valid so that other
// code can manipulate it more efficiently (without constantly checking bounds.

Token* getMatrix() { // Return the matrix.
if(MatrixSize==0 || Matrix==NULL) // If the matrix isn't ready then
throw BadMatrix("(MatrixSize==0 || Matrix==NULL)"); // throw an exception. If it is
return Matrix; // ready then send it out.
}

// For simplicity we simply extend the underlying Token functions by taking a
// position reference, checking it's range, and returning the result.

int isUnused(int x) { // Extend Token.isUnused()
return at(x).isUnused();
}

int isTermination(int x) { // Extend Token.isTermination()
return at(x).isTermination();
}

int Symbol(int x) { // Exetend Token.Symbol()
return at(x).Symbol();
}

int Character(int x) { // Extend Token.Character()
return at(x).Character();
}

// Utility functions...

int Size() { return MatrixSize; } // Returns the size of the matrix.

void Load(const char* FileName); // Loads the matrix from a file name.

void Load(string& FileName); // Loads the matrix from a file name string.

void Load(ifstream& F); // Loads the token matrix from the file.

void Validate(string& SecurityKey); // Validates the matrix with a key string.

void Verify(string& SecurityKey); // Verifies the matrix digest.

void FlipEndian(); // Converts big/little endian tokens.

// Constructors...

TokenMatrix() :
Matrix(NULL),
MatrixSize(0) { }

TokenMatrix(ifstream& F) :
Matrix(NULL),
MatrixSize(0) {
Load(F);
}

~TokenMatrix() { // The Distructor...
MatrixSize = 0; // Set the size to zero.
if(Matrix) { delete [] Matrix; Matrix = NULL; } // If we have a matrix, remove it.
}

};

/////////////////////////////////////////////////////////////////////////////////////////
// End Token Work ///////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////

// Having defined the token matrix, I now define the Evaluator class which
// be used to follow any matching rule threads as the program scans a a file.
// A new evaluator is started at each position in the input stream making all
// of the rules in the token matrix global.

// The following two values are returned by the Evaluator at every step.

const int WILD_WHITESPACE = 1; // Token code for whitespace wildcards.
const int WILD_DIGIT = 2; // Token code for digit wildcards.
const int WILD_LETTER = 3; // Token code for letter wildcards.
const int WILD_NONWHITE = 4; // Token code for non-whitespace wildcards.
const int WILD_ANYTHING = 5; // Token code for any character.
const int WILD_INLINE = 6; // Token code for any character except new line.

const int RUN_GATEWAY = 8; // Token code for run-loop gateways.

// Here are some tuning parameters

const int MaxWildRunLength = 4096; // Maximum span of "any number" wildcards.
const int MAX_EVALS = 2048; // Maximum number of evaluators.

//////////////////////////////////////////////////////////////////////////////////////////
// Evaluators and the Evaluation Matrix
//////////////////////////////////////////////////////////////////////////////////////////

class EvaluationMatrix; // We've got to pre-declare this for some compilers.

class Evaluator { // Evaluator class for following threads through the matrix.

private:

EvaluationMatrix* myEvaluationMatrix; // The evaluation matrix I live in.
Token* Matrix; // The raw token matrix I walk in.
int MatrixSize; // Size of raw token matrix.

// 20070606 _M Optimized Evaluator code by reducing the strength of the
// safety check from 3 comparisons to 1.

unsigned int PositionLimit; // Largest CurrentPosition.

// 20030216 _M Optimization conversions

inline int i_lower(); // { return myEvaluationMatrix->i_lower; }
inline bool i_isDigit(); // { return myEvaluationMatrix->i_isDigit; }
inline bool i_isSpace(); // { return myEvaluationMatrix->i_isSpace; }
inline bool i_isAlpha(); // { return myEvaluationMatrix->i_isAphpa; }

public:

// Standard Values...

enum States { // These are the posible coditions.
OUT_OF_RANGE, // We're outside the matrix - very bad.
FALLEN_OFF, // We've fallen off the path and are lost.
DOING_OK, // We're doing ok and following along.
TERMINATED // We've reached the end of our path.
};

// Attributes...

States Condition; // What state am I in? How's my health?

Evaluator* NextEvaluator; // Linked List Pointer.
unsigned int StreamStartPosition; // Indexes the position where we started.
unsigned int CurrentPosition; // Indexes the node we are surfing.

int WildRunLength; // Wildcard run length so far.

// EvaluateThis() assumes it is being given the next character along the
// path of a thread in the token matrix. It follows that thread and evaluates
// it's condition.

States EvaluateThis(unsigned short int i); // Follow the next byte.

// isNoDuplicate() is used to keep us from allocating identical evaluators. This is
// key to creating buddies when working with wildcards. It prevents us from recursively
// proliferating evaluators at each new character when running in a wildcard loop.

bool isNoDuplicate(unsigned int Position) { // Returns false if there is a duplicate.
if(CurrentPosition == Position) // Obviously, if I match, then there's a dup.
return false;
// If I don't match and I'm the last one then
if(NextEvaluator==NULL) // it must be true there are no dups. If there
return true; // are more to ask then I'll let them answer.
else
return NextEvaluator->isNoDuplicate(Position);
}

Evaluator(unsigned int s, EvaluationMatrix* m); // Constructor...

~Evaluator(){
if(NextEvaluator!=NULL){ // If there's more to this list then
delete NextEvaluator; // delete it.
}
NextEvaluator = NULL; // Always null on exit.
}

};

// A MatchRecord is created each time a new rule match occurrs. These records form a
// linked list within the Evaluation Matrix that can be spit out after the process is
// over for reporting purposes.

class MatchRecord {
public:
int MatchStartPosition; // Where in the data stream did the match start?
int MatchEndPosition; // Where in the data stream did the match end?
int MatchSymbol; // What symbol was attached to the match rule?

inline int RuleId(){return (MatchSymbol/SYMBOL_RANGE);} // Decode RuleID
inline int RuleGroup(){return (MatchSymbol%SYMBOL_RANGE);} // Decode GroupID

MatchRecord* NextMatchRecord;

MatchRecord(int sp, int ep, int sym) { // When constructing a MatchRecord,
MatchStartPosition = sp; // you must provide all of it's data.
MatchEndPosition = ep;
MatchSymbol = sym;
// Since match records are always added to
NextMatchRecord = NULL; // the end our next pointer is always NULL.
}

~MatchRecord(){
if(NextMatchRecord != NULL) // If there's more list, then delete it.
delete NextMatchRecord;
NextMatchRecord = NULL; // Clean up our pointer before leaving.
}
};

// Now that we've created our utility classes, we'll create another class (with an instance)
// that builds a matrix to evaluate all incoming characters, manage the list, and keeps
// statistics and results from the execution process.

class EvaluationMatrix {

private:

TokenMatrix* myTokenMatrix; // Token Matrix that I evaluate with.

Evaluator* EvaluatorList; // Linked list of Evaluators.

Evaluator* CurrentEvaluator; // Current Evaluator (when checking)
Evaluator* PreviousEvaluator; // Previous Evaluator (when checking)

// Evaluator Caching Mechanism.

Evaluator* EvaluatorCache; // List of cached, ready evaluators.
Evaluator* SourceEvaluator(int s, EvaluationMatrix* m); // Get a cached or new evaluator.
void CacheEvaluator(Evaluator* e); // Cache a used evaluator.

int CountOfEvaluators; // Current count of evaluators.

int PassResult; // Result of the latest evaluation pass.

MatchRecord* LastResultInList; // Keeps track of the end of the result list.

MatchRecord* AddMatchRecord(int sp, int ep, int sym); // Add a match result.

// DropEvaluator() is called by the EvaluateThis() method whenever an evaluator
// reports the FALLEN_OFF result. The EvaluateThis() method keeps two values up
// to date - one is the current evaluator (which will be dropped) and the other is
// the previous evaluator (which will be updated to heal the list).

// When we've finished this function, the CurrentEvaluator will be on the next
// evaluator node if it exists. Therefore, the caller should skip it's normal
// list itteration code when this function has been called.

void DropEvaluator();

public:

// Exception classes...

class BadAllocation : public runtime_error { // Allocation failed exception.
public: BadAllocation(const string& w):runtime_error(w) {}
};
class MaxEvalsExceeded : public runtime_error { // Too many evaluators exception.
public: MaxEvalsExceeded(const string& w):runtime_error(w) {}
};
class OutOfRange : public runtime_error { // Out of range exception.
public: OutOfRange(const string& w):runtime_error(w) {}
};

// Attributes...

int CountOfCharacters; // How many characters have been evaluated.
int MaximumCountOfEvaluators; // Largest matrix size reached.

MatchRecord* ResultList; // List of match results.

int DeepSwitch; // true if we're doing a deep scans.

// 20030216 _M High Level Conversion Optimizers...

int i_lower; // Lower case version of byte under test.
bool i_isDigit; // true if i is a digit.
bool i_isSpace; // true if i is whitespace.
bool i_isAlpha; // true if i is alpha.

// AddEvaluator() is made public because the Evaluator object must have access
// to it in order to handle the creation of buddies as it evaluates it's rules.
// Similarly the getTokens is public because evaluators must use this when they
// initialize. In a later version we will clean this up so that all of this stuff
// can be handled somewhat more privately.

Token* getTokens() { // Deliver the raw token matrix
return myTokenMatrix->getMatrix(); // for use when creating evaluators.
}

int getMatrixSize() { // Deliver the raw matrix size
return myTokenMatrix->Size(); // for use when creating evaluators.
}

Evaluator* AddEvaluator(int s, unsigned int m); // Adds a new evaluator to the top.

Evaluator* InsEvaluator(int s, unsigned int m); // Inserts a new evaluator after the
// current evaluator. (Only called by
// an existing evaluator in process...)


// isNoDuplicate(int p) checks for duplicate evaulators

bool isNoDuplicate(unsigned int p) { // If there's no list there can be no
if(EvaluatorList == NULL) // duplicates so we're true. If there is
return true; // a list then we'll let the list answer.
else
return EvaluatorList->isNoDuplicate(p);
}

// EvaluateThis() Moves each evaluator with the current character and creates a new
// evaluator for the current spot in the input file to make all rules global.

int EvaluateThis(unsigned short int i);

EvaluationMatrix(TokenMatrix* m) { // Constructor w/ pointer to Token Matrix...

myTokenMatrix = m; // Grab my TokenMatrix.

EvaluatorList = NULL; // Start off with no evaluators.
EvaluatorCache = NULL; // Start off with no evaluator cache.

CurrentEvaluator = NULL; // NULL means starting at the top.
PreviousEvaluator = NULL; // NULL means previous is the top.

ResultList = NULL; // Start off with no results in our list.
LastResultInList = NULL;

CountOfCharacters = 0; // The count of characters will be zero and
MaximumCountOfEvaluators = 0; // the maximum Evaluator count will be zero
CountOfEvaluators = 0; // and the current count will also be zero.

PassResult = 0; // Initialize expecting no matches.

}

~EvaluationMatrix(){ // Destructor to clean up memory allocations.

myTokenMatrix = NULL; // Stop pointing at the TokenMatrix

// Both of these lists konw how to delete themselves.
// 20060531_M Fixed possible crash by checking for NULL before
// deleting these lists. Also added cleanup for the EvaluatorCache.

if(NULL!=EvaluatorCache) {
delete EvaluatorCache; // Delete the evaluator cache.
EvaluatorCache = NULL; // Then clear it's pointer.
}

if(NULL!=EvaluatorList) {
delete EvaluatorList; // Delete the evaluator list.
EvaluatorList = NULL; // Then clear it's pointer.
}

if(NULL!=ResultList) {
delete ResultList; // Delete the result list.
ResultList = NULL; // Then clear it's pointer.
}
}

};

// 20060531_M Implementation of the evaluator cache is all inline.
// In place of new Evaluator() we now can use SourceEvaluator()
// In place of delete Evaluator() we now can use CacheEvaluator()
// The effect is to store previously allocaed evaluators in the EvaluatorCache
// list so that they can be reused. This avoids the frequen use of
// new and delete and allows us to skip a few extra cycles for initialization
// because much of the constructor work for a new evaluator is already done
// in any cached evaluator.
//
// In practice, at least one evaluator is likely to be created and destroyed
// for each byte that is scanned. This new mechanism significantly reduces the
// number of cycles that would normally be associated with those operations by
// eliminating them most of the time. Instead of returning used memory to the
// heap during delete, the evaulator is simply added to the cache list. Instead
// of allocating new space from the heap and initializing the object, a chached
// evaluator is simply moved from the cache into production. Moving into and
// out of the cache is roughly as simple as changing a couple of pointers.

// In place of new Evaluator, we do this...

inline Evaluator* EvaluationMatrix::SourceEvaluator(int s, EvaluationMatrix* m) { // Get a cached or new evaluator.
if(NULL==EvaluatorCache) return new Evaluator(s,m); // If we have no cache, use new!
Evaluator* reuse = EvaluatorCache; // Otherwise grab a reusable one.
EvaluatorCache = reuse->NextEvaluator; // Collaps the cache by one.
reuse->NextEvaluator = NULL; // Clean it up a bit.
reuse->StreamStartPosition = s; // Record our starting point.
reuse->CurrentPosition = 0; // Reset the Current Position.
reuse->WildRunLength = 0; // Reset the run length.
reuse->Condition = Evaluator::DOING_OK; // Reset the condition.
return reuse; // Return the reusable unit.
}

// In place of delete Evaluator, we do this...

inline void EvaluationMatrix::CacheEvaluator(Evaluator* e) { // Cache a used evaluator.
e->NextEvaluator = EvaluatorCache; // Link the used evaluator
EvaluatorCache = e; // into the cache;
}

// In the above, the first evaluator added will get NULL as it's NextEvaluator.
// When that first evaulator is used, the NULL pointer will return to the root
// of the EvaluatorCache list. In this regard the cache acts like a stack.

#endif


+ 0
- 21
SNFMulti/snf_match.h Näytä tiedosto

@@ -1,21 +0,0 @@
/* snf_match.h
**
** (C) Copyright 2006 ARM Research Labs, LLC.
**
** 20060121_M
**
** The Engine provides detailed match results using this structure.
*/

#ifndef _ARM_snf_match
#define _ARM_snf_match

struct snf_match {
char flag;
int symbol;
int ruleid;
int index;
int endex;
};

#endif

+ 0
- 146
SNFMulti/snf_sync.cpp Näytä tiedosto

@@ -1,146 +0,0 @@
// snf_sync.cpp
// Copyright (C) 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
// See snf_sync.hpp for details.

#include "snf_sync.hpp"

void snf_sync::construct() { // Encapsulate initial construction.
ClientGBUAlertInitializer.link(ClientGBUAlertHandler); // Link the alert configurators.
ServerGBUAlertInitializer.link(ServerGBUAlertHandler);
SNFWasParsed.setup(ReadWasGood); // Link our configurator to that flag.
SetupReader(); // Configure our reader.
reset(); // and initialize our data.
}

snf_sync::snf_sync() : // Construcing a blank snf_sync.
Reader("snf"), // The Reader looks for "snf"
ReadWasGood(false) { // There has been no good read yet.
construct(); // Internal wiring & initialization.
}

snf_sync::snf_sync(const char* bfr, int len) : // Constructing with a full buffer.
Reader("snf"), // Start with our blank construction.
ReadWasGood(false) {
construct(); // Internal wiring & initialization.
ConfigurationData Data(bfr, len); // Then build ConfigurationData from
Reader.interpret(Data); // the buffer and interpret it.
}

snf_sync::snf_sync(string& input) : // Constructing with a string.
Reader("snf"), // Start with our blank construction.
ReadWasGood(false) {
construct(); // Internal wiring & initialization.
ConfigurationData Data(input.c_str(), input.length()); // Then build ConfigurationData from
Reader.interpret(Data); // the string and interpret it.
}

void snf_sync::SetupReader() { // Configure the reader to recognize
Reader // the snf_sync protocol.
.atEndCall(SNFWasParsed) // Set flag to true when successful.
.Element("<!-- SNFWasParsed -->", ReadWasGood, false).End() // Trick using impossible element name.
.Element("sync")
.Element("challenge")
.Attribute("text", snf_sync_challenge_txt, "")
.End("challenge")
.Element("response")
.Attribute("nodeid", snf_sync_response_nodeid, "")
.Attribute("text", snf_sync_response_text, "")
.End("response")
.Element("error")
.Attribute("message", snf_sync_error_message, "")
.Attribute("code", snf_sync_error_code, 0)
.End("error")
.Element("rulebase")
.Attribute("utc", snf_sync_rulebase_utc, "")
.End("rulebase")
.Element("client")
.atStartCall(ClientGBUAlertInitializer)
.Element("gbu")
.atEndCall(ClientGBUAlertHandler)
.Attribute("time", ClientGBUAlertHandler.Alert_time, "")
.Attribute("ip", ClientGBUAlertHandler.Alert_ip, "")
.Attribute("t", ClientGBUAlertHandler.Alert_t, "Ignore")
.Attribute("b", ClientGBUAlertHandler.Alert_b, 0)
.Attribute("g", ClientGBUAlertHandler.Alert_g, 0)
.End("gbu")
.End("client")
.Element("server")
.atStartCall(ServerGBUAlertInitializer)
.Element("gbu")
.atEndCall(ServerGBUAlertHandler)
.Attribute("time", ServerGBUAlertHandler.Alert_time, "")
.Attribute("ip", ServerGBUAlertHandler.Alert_ip, "")
.Attribute("t", ServerGBUAlertHandler.Alert_t, "Ignore")
.Attribute("b", ServerGBUAlertHandler.Alert_b, 0)
.Attribute("g", ServerGBUAlertHandler.Alert_g, 0)
.End("gbu")
.Element("resync")
.Attribute("secs", snf_sync_server_resync_secs, -1)
.End("resync")
.End("server")
.End("sync")
.End("snf");
}

void snf_sync::reset() { // Reset the reader for new data.
ReadWasGood = false; // There has been no read yet.
Reader.initialize(); // Initialize to the defaults.
};

bool snf_sync::read(const char* bfr, int len) { // To read from a buffer we
ConfigurationData Data(bfr, len); // construct ConfigurationData from
Reader.interpret(Data); // the buffer and interpret it.
return good(); // Return true if it looked good.
}

bool snf_sync::read(string& input) { // To read from a string we
return read(input.c_str(), input.length()); // get the strings buffer and hand off
} // to our buffer read()

bool snf_sync::good() { // True if the Reader finished the
return (true == ReadWasGood); // snf element successfully.
}

bool snf_sync::bad() { // False if the Reader finished the
return (false == ReadWasGood); // snf element successfully.
}

void GBUAlertHandler::operator()(
ConfigurationElement& E, ConfigurationData& D) { // Add an alert.
GBUdbAlert NewAlert; // Create an alert object.
SocketAddress IPAddress; // Grab one of these for a converter.
IPAddress.setAddress(const_cast<char*>(Alert_ip.c_str())); // Conver the IP address to an int.
NewAlert.IP = IPAddress.getAddress(); // Put the IP into it's place.
NewAlert.R.Bad(Alert_b); // Set the bad count on the record.
NewAlert.R.Good(Alert_g); // Set the good count on the record.
strncpy(NewAlert.UTC, Alert_time.c_str(), UTCBufferSize); // Copy the timestamp.
switch(Alert_t.at(0)) { // Use the first byte to set the flag.
case 'U': { // U means Ugly.
NewAlert.R.Flag(Ugly);
break;
}
case 'I': { // I means Ignore.
NewAlert.R.Flag(Ignore);
break;
}
case 'G': { // G means Good.
NewAlert.R.Flag(Good);
break;
}
case 'B': { // B means Bad.
NewAlert.R.Flag(Bad);
break;
}
}
AlertList.push_back(NewAlert); // Push back the new alert.
}

void GBUAlertHandler::reset() { // To reset the handler,
Alert_time = ""; // clear all of the input strings
Alert_ip = ""; // to the empty string and all of
Alert_t = ""; // the input counts to zero.
Alert_b = 0;
Alert_g = 0;
AlertList.clear(); // Clear out the list.
}

+ 0
- 85
SNFMulti/snf_sync.hpp Näytä tiedosto

@@ -1,85 +0,0 @@
// snf_sync.hpp
// Copyright (C) 2006 - 2009 ARM Research Labs, LLC.
// See www.armresearch.com for the copyright terms.
//
// SNF engine communications protocol interpreter.
// Communications are well formed xml snippets.
// See snf_sync.xml for examples.

#ifndef snf_sync_included
#define snf_sync_included

#include <list>
#include <cstring>
#include "GBUdb.hpp"
#include "../CodeDweller/networking.hpp"
#include "../CodeDweller/configuration.hpp"

class GBUAlertHandler : public Configurator {
public:
virtual void operator()(ConfigurationElement& E, ConfigurationData& D); // Add an alert handler :-)

void reset(); // Resets the list for a new run.

list<GBUdbAlert> AlertList; // Our list of alerts.

// Input variables.

string Alert_time; // time='YYYYMMDDhhmmss'
string Alert_ip; // ip='12.34.56.78'
string Alert_t; // t='Ugly', Good, Bad, Ignore
int Alert_b; // b='0'
int Alert_g; // g='0'
};

class GBUAlertInitializer : public Configurator {
private:
GBUAlertHandler* MyHandler; // Handler to reset.

public:
GBUAlertInitializer() { MyHandler = NULL; } // Init safely with null.
void link(GBUAlertHandler& H) { MyHandler = &H; } // Link to my handler.
virtual void operator()(ConfigurationElement& E, ConfigurationData& D) { // Add an alert handler :-)
if(NULL != MyHandler) { // If I know where it is
MyHandler->reset(); // I hit the reset button.
}
}
};

class snf_sync {
private:
ConfigurationElement Reader; // Our reader.
void SetupReader(); // Configure the reader.
ConfiguratorSetTrueOnComplete SNFWasParsed; // Configurator sets the ReadWasGood
bool ReadWasGood; // flag at the end of the snf element.
void construct(); // Encapsulate the initial construction.
void reset(); // Reset/initialize for the next read.

public:
snf_sync(); // Construct empty.
snf_sync(const char* bfr, int len); // Construct from buffer.
snf_sync(string& input); // Construct from string.
bool read(const char* bfr, int len); // Read from buffer.
bool read(string& input); // Read from string.

//// And now the interpreted results ////
bool good(); // True if read was good.
bool bad(); // True if read was not good.

string snf_sync_challenge_txt;
string snf_sync_response_nodeid;
string snf_sync_response_text;
string snf_sync_error_message;
int snf_sync_error_code;
string snf_sync_rulebase_utc;
int snf_sync_server_resync_secs;

GBUAlertHandler ClientGBUAlertHandler; // GBU Alerts received from client
GBUAlertInitializer ClientGBUAlertInitializer;

GBUAlertHandler ServerGBUAlertHandler; // GBU Alerts received from server
GBUAlertInitializer ServerGBUAlertInitializer;
};

#endif


+ 0
- 138
SNFMulti/snf_xci.cpp Näytä tiedosto

@@ -1,138 +0,0 @@
// snf_xci.hpp
// Copyright (C) 2006 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// SNF XML Command Interface
// See snf_xci.hpp for details / notes.

#include "snf_xci.hpp"

//// snf_xci Interpreter Object ////////////////////////////////////////////////

snf_xci::snf_xci() : // Construcing a blank snf_xci.
Reader("snf"), // The Reader looks for "snf"
ReadWasGood(false) { // There has been no good read yet.
SNFWasParsed.setup(ReadWasGood); // Link our configurator to that flag.
SetupReader(); // Configure our reader.
reset(); // and initialize our data.
}

snf_xci::snf_xci(const char* bfr, int len) : // Constructing with a full buffer.
Reader("snf"), // Start with our blank construction.
ReadWasGood(false) {
SNFWasParsed.setup(ReadWasGood);
SetupReader();
reset();
ConfigurationData Data(bfr, len); // Then build ConfigurationData from
Reader.interpret(Data); // the buffer and interpret it.
}

snf_xci::snf_xci(string& input) : // Constructing with a string.
Reader("snf"), // Start with our blank construction.
ReadWasGood(false) {
SNFWasParsed.setup(ReadWasGood);
SetupReader();
reset();
ConfigurationData Data(input.c_str(), input.length()); // Then build ConfigurationData from
Reader.interpret(Data); // the string and interpret it.
}

void snf_xci::SetupReader() { // Configure the reader to recognize
Reader // the snf_xci protocol.
.setInitOnInterpret()
.atEndCall(SNFWasParsed) // Set flag to true when successful.
.Element("<!-- SNFWasParsed -->", ReadWasGood, false).End() // Trick using impossible element name.
.Element("xci")
.Element("scanner")
.Element("scan")
.Attribute("file", scanner_scan_file,"")
.Attribute("xhdr", scanner_scan_xhdr, false)
.Attribute("log", scanner_scan_log, false)
.Attribute("ip", scanner_scan_ip, "")
.End("scan")
.Element("result")
.Attribute("code", scanner_result_code,0)
.Element("xhdr", scanner_result_xhdr, "")
.End("xhdr")
.Element("log", scanner_result_log, "")
.End("log")
.End("result")
.End("scanner")
.Element("gbudb")
.Element("set")
.Attribute("ip", gbudb_set_ip, "")
.Attribute("type", gbudb_set_type, "")
.Attribute("b", gbudb_set_bad_count, -1)
.Attribute("g", gbudb_set_good_count, -1)
.End("set")
.Element("good")
.Attribute("ip", gbudb_good_ip, "")
.End("good")
.Element("bad")
.Attribute("ip", gbudb_bad_ip, "")
.End("bad")
.Element("test")
.Attribute("ip", gbudb_test_ip, "")
.End("test")
.Element("drop")
.Attribute("ip", gbudb_drop_ip, "")
.End("drop")
.Element("result")
.Attribute("ip", gbudb_result_ip, "")
.Attribute("type", gbudb_result_type, "")
.Attribute("p", gbudb_result_probability, 0.0)
.Attribute("c", gbudb_result_confidence, 0.0)
.Attribute("b", gbudb_result_bad_count, -1)
.Attribute("g", gbudb_result_good_count, -1)
.Attribute("range", gbudb_result_range, "")
.Attribute("code", gbudb_result_code, 0)
.End("result")
.End("gbudb")
.Element("report")
.Element("request")
.Element("status")
.Attribute("class", report_request_status_class, "")
.End("status")
.End("request")
.Element("response", report_response, "")
.End("response")
.End("report")
.Element("server")
.Element("command", xci_server_command_content, "")
.Attribute("command", xci_server_command, "")
.End("command")
.Element("response")
.Attribute("message", xci_server_response, "")
.Attribute("code", xci_server_response_code, -1)
.End("response")
.End("server")
.Element("error")
.Attribute("message", xci_error_message, "")
.End("error")
.End("xci")
.End("snf");
}

void snf_xci::reset() { // Reset the reader for new data.
ReadWasGood = false; // There has been no read yet.
Reader.initialize(); // Initialize to the defaults.
};

bool snf_xci::read(const char* bfr, int len) { // To read from a buffer we
ConfigurationData Data(bfr, len); // construct ConfigurationData from
Reader.interpret(Data); // the buffer and interpret it.
return good(); // Return true if it looked good.
}

bool snf_xci::read(string& input) { // To read from a string we
return read(input.c_str(), input.length()); // get the strings buffer and hand off
} // to our buffer read()

bool snf_xci::good() { // True if the Reader finished the
return (true == ReadWasGood); // snf element successfully.
}

bool snf_xci::bad() { // False if the Reader finished the
return (false == ReadWasGood); // snf element successfully.
}


+ 0
- 78
SNFMulti/snf_xci.hpp Näytä tiedosto

@@ -1,78 +0,0 @@
// snf_xci.hpp
// Copyright (C) 2006 - 2009 ARM Research Labs, LLC
// See www.armresearch.com for the copyright terms.
//
// SNF XML Command Interface
//
// SNF clients communicate with the SNF server using one-line xml statements.
// The server responds in kind. This module uses the configuration module to
// interpret those communications. In practice, a line will be read from a
// connected socket and then passed to an snf_xci object for interpretation.
// The snf_xci object parses the xml and presents the results on it's surface
// in easily used variables.

#ifndef snf_xci_included
#define snf_xci_included

#include "../CodeDweller/configuration.hpp"

class snf_xci { // SNF XCI message interpreter.
private:
ConfigurationElement Reader; // Our reader.
void SetupReader(); // Configure the reader.
ConfiguratorSetTrueOnComplete SNFWasParsed; // Configurator sets the ReadWasGood
bool ReadWasGood; // flag at the end of the snf element.
void reset(); // Reset/initialize for the next read.

public:
snf_xci();
snf_xci(const char* bfr, int len);
snf_xci(string& input);
bool read(const char* bfr, int len);
bool read(string& input);

//// And now the interpreted results ////
bool good();
bool bad();

string scanner_scan_file;
bool scanner_scan_xhdr;
bool scanner_scan_log;
string scanner_scan_ip;
int scanner_result_code;
string scanner_result_xhdr;
string scanner_result_log;

string gbudb_set_ip;
string gbudb_set_type;
int gbudb_set_bad_count;
int gbudb_set_good_count;

string gbudb_good_ip;
string gbudb_bad_ip;
string gbudb_test_ip;
string gbudb_drop_ip;

string gbudb_result_ip;
string gbudb_result_type;
double gbudb_result_probability;
double gbudb_result_confidence;
int gbudb_result_bad_count;
int gbudb_result_good_count;
string gbudb_result_range;
int gbudb_result_code;

string report_request_status_class;
string report_response;

string xci_server_command;
string xci_server_command_content;
string xci_server_response;
int xci_server_response_code;

string xci_error_message;

};

#endif


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