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405 lines
15 KiB
C
405 lines
15 KiB
C
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/*
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Serval Voice Over Mesh Protocol (VoMP)
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Copyright (C) 2012 Paul Gardner-Stephen
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/*
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VoMP works using a 5-state model of a phone call, and relies on MDP for
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auth-cryption of frames. VoMP provides it's own replay protection.
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*/
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#include "serval.h"
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/* Although we only support one call at a time, we allow for multiple call states.
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This is partly to deal with denial of service attacks that might occur by causing
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the ejection of newly allocated session numbers before the caller has had a chance
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to progress the call to a further state. */
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int vomp_call_count=0;
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#define VOMP_MAX_CALLS 16
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vomp_call_state vomp_call_states[VOMP_MAX_CALLS];
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vomp_call_state *vomp_find_or_create_call(unsigned char *remote_sid,
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unsigned char *local_sid,
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unsigned int sender_session,
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unsigned int recvr_session)
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{
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int expired_slot=-1;
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int i;
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for(i=0;i<vomp_call_count;i++)
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{
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/* do the fast comparison first, and only if that matches proceed to
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the slower SID comparisons */
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if (sender_session&(sender_session!=vomp_call_states[i].remote.session))
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continue;
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if (recvr_session&(recvr_session!=vomp_call_states[i].local.session))
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continue;
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if (bcmp(remote_sid,vomp_call_states[i].remote.sid,SID_SIZE)) continue;
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if (bcmp(local_sid,vomp_call_states[i].local.sid,SID_SIZE)) continue;
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/* it matches. but has it expired (no activity in 120 seconds)? */
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if (vomp_call_states[i].last_activity<(overlay_gettime_ms()-120000))
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{
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expired_slot=i;
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continue;
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}
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return &vomp_call_states[i];
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}
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/* not in the list. So allocate a slot. */
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if (expired_slot>-1) i=expired_slot;
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else if ((i<VOMP_MAX_CALLS)&&(i==vomp_call_count)) {
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/* there is room to allocate another, so do that */
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vomp_call_count++;
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} else {
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/* no room, either reallocate an existing slot, or fail.
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We try to reuse slots that either mark ended calls, or
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*/
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int candidates[VOMP_MAX_CALLS];
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int candidate_count=0;
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for(i=0;i<VOMP_MAX_CALLS;i++)
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if ((vomp_call_states[i].local.state==VOMP_STATE_NOCALL)||
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(vomp_call_states[i].local.state==VOMP_STATE_CALLENDED))
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candidates[candidate_count++]=i;
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i=candidates[random()%candidate_count];
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}
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/* prepare slot */
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bzero(&vomp_call_states[i],sizeof(vomp_call_state));
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bcopy(local_sid,&vomp_call_states[i].local.sid,SID_SIZE);
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bcopy(remote_sid,&vomp_call_states[i].remote.sid,SID_SIZE);
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if (!recvr_session) {
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urandombytes((unsigned char *)&recvr_session,sizeof(int));
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recvr_session&=VOMP_SESSION_MASK;
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}
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if (!sender_session) {
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urandombytes((unsigned char *)&sender_session,sizeof(int));
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sender_session&=VOMP_SESSION_MASK;
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}
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vomp_call_states[i].local.session=recvr_session;
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vomp_call_states[i].remote.session=sender_session;
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vomp_call_states[i].local.state=VOMP_STATE_NOCALL;
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vomp_call_states[i].remote.state=VOMP_STATE_NOCALL;
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return &vomp_call_states[i];
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}
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int vomp_send_status(vomp_call_state *call)
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{
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return WHY("Not implemented");
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}
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int vomp_call_start_audio(vomp_call_state *call)
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{
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return WHY("Not implemented");
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}
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int vomp_process_audio(vomp_call_state *call,overlay_mdp_frame *mdp)
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{
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// int first_frame_codec=mdp->in.payload[3];
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// int recvr_seq=(mdp->in.payload[4]<<8)+mdp->in.payload[5];
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// int sender_seq=(mdp->in.payload[4]<<8)+mdp->in.payload[5];
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// unsigned int sender_millis=
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// (mdp->in.payload[12]<<16)+(mdp->in.payload[13]<<8)+mdp->in.payload[14];
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return WHY("Not implemented");
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}
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int vomp_call_stop_audio(vomp_call_state *call)
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{
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return WHY("Not implemented");
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}
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int vomp_call_start_ringing(vomp_call_state *call)
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{
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return WHY("Not implemented");
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}
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int vomp_call_rejected(vomp_call_state *call)
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{
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return WHY("Not implemented");
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}
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int vomp_call_error(vomp_call_state *call)
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{
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if (call->audio_started) vomp_call_stop_audio(call);
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return WHY("Not implemented");
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}
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int vomp_call_destroy(vomp_call_state *call)
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{
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if (call->audio_started) vomp_call_stop_audio(call);
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return WHY("Not implemented");
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}
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/* At this point we know the MDP frame is addressed to the VoMP port, but
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we have not inspected the contents. As these frames are wire-format, we
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must pay attention to endianness. */
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void vomp_mdp_received(overlay_mdp_frame *mdp)
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{
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if (mdp->packetTypeAndFlags&(MDP_NOCRYPT|MDP_NOSIGN))
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{
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/* stream-crypted audio frame */
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WHY("not implemented");
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return;
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}
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/* only auth-crypted frames make it this far */
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vomp_call_state *call=NULL;
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switch(mdp->in.payload[0]) {
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case 0x01: /* Ordinary VoMP state+optional audio frame */
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{
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// int recvr_state=mdp->in.payload[2];
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int sender_state=mdp->in.payload[2];
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unsigned int recvr_session=
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(mdp->in.payload[6]<<16)+(mdp->in.payload[7]<<8)+mdp->in.payload[8];
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unsigned int sender_session=
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(mdp->in.payload[9]<<16)+(mdp->in.payload[10]<<8)+mdp->in.payload[11];
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if (!recvr_session) {
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/* wants to create a call session.
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Main aim here: replay protection. An adversary should not be able to
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replay previous VoMP packets to cause any action. We do this by
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allocating a new session number for each call. As an adversary may be
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trying to use such replays to cause a denial of service attack we need
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to be able to track multiple potential session numbers even from the
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same SID. */
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call=vomp_find_or_create_call(mdp->in.src.sid,mdp->in.dst.sid,
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sender_session,recvr_session);
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if (!call) {
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/* could not allocate a call slot, so do nothing */
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WHY("No free call slots");
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return;
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}
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/* We have a session number. Send a status update back to sender */
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call->last_activity=overlay_gettime_ms();
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vomp_send_status(call);
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return;
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} else {
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/* A VoMP packet for a call apparently already in progress */
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call=vomp_find_or_create_call(mdp->in.src.sid,mdp->in.dst.sid,
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sender_session,recvr_session);
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if (!call) {
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WHY("VoMP frame does not correspond to an active call - stale traffic or replay attack?");
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return;
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}
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/* Consider states: our actual state, sender state, what the sender thinks
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our state is, and what we think the sender's state is. But largely it
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breaks down to what we think our state is, and what they think their
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state is. That leaves us with just 6X6=36 cases. */
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int combined_state=call->local.state<<3;
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combined_state|=sender_state;
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switch(combined_state) {
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case (VOMP_STATE_NOCALL<<3)|VOMP_STATE_NOCALL:
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/* We both think that we are not yet in a call, and we have session numbers
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at each end. Presumably waiting for further state synchronisation */
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break;
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case (VOMP_STATE_NOCALL<<3)|VOMP_STATE_CALLPREP:
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/* The remote party is in the call-prep state, while we think no call
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is in progress. Yet we have supplied them with a session number.
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This is probably a state that should not occur, since when they
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received the session # they should have moved to RINGINGOUT.
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No action is required, but we probably shouldn't count it towards
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valid call activity, so don't touch the recent activity timer.
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Just return. */
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return;
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case (VOMP_STATE_NOCALL<<3)|VOMP_STATE_RINGINGOUT:
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/* We have have issued a session, but think that no call is in progress.
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The remote party is now indicating that they are trying to ring us.
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So change our state to RINGINGIN, but don't yet flag this to the user
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until we both have acknowledged this (when I am RINGINGIN and they are
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RINGINGOUT). */
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call->local.state=VOMP_STATE_RINGINGIN;
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break;
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case (VOMP_STATE_NOCALL<<3)|VOMP_STATE_RINGINGIN:
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/* We think there is no call, while the remote end thinks that we are
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ringing them. This could be because we hung the call up. That's okay.
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We just keep persisting, because once they acknowledge this, we will
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both move to CALLENDED and hang up */
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call->local.state=VOMP_STATE_CALLENDED;
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break;
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case (VOMP_STATE_NOCALL<<3)|VOMP_STATE_INCALL:
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/* As above, a call has probably been hung up by us, but the far end has
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not yet realised. Nothing to do here, except wait for states to
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synchronise. */
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break;
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case (VOMP_STATE_NOCALL<<3)|VOMP_STATE_CALLENDED:
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/* Far end has given up on the call, so also move to CALLENDED */
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call->local.state=VOMP_STATE_CALLENDED;
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break;
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case (VOMP_STATE_CALLPREP<<3)|VOMP_STATE_NOCALL:
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/* We are getting ready to ring, and the other end has issued a session
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number, but nothing else. This means that we can now proceed to
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the RINGINGOUT state, and wait for acknowledgement of that from the
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far end. But we don't start ringing until the far end acknowledges
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the state change. */
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call->local.state=VOMP_STATE_RINGINGOUT;
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break;
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case (VOMP_STATE_CALLPREP<<3)|VOMP_STATE_CALLPREP:
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/* we are both in callprep stage, so we are both trying to ring each
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other! This would take some pretty special timing to happen, but
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let's not prevent it. We move to RINGINGOUT (as they probably will
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as well). */
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call->local.state=VOMP_STATE_RINGINGOUT;
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break;
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case (VOMP_STATE_CALLPREP<<3)|VOMP_STATE_RINGINGOUT:
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/* We are trying to call them, and they are trying to call us, again
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this seems a very unlikely situation. But the appropriate action is
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clear: get ready to start ringing. */
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call->local.state=VOMP_STATE_RINGINGIN;
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break;
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case (VOMP_STATE_CALLPREP<<3)|VOMP_STATE_RINGINGIN:
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/* We are trying to call them, and they think we are trying to call them.
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They seem to have guessed our next move, which is fine. We move to
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RINGINGOUT. */
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call->local.state=VOMP_STATE_RINGINGOUT;
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break;
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case (VOMP_STATE_CALLPREP<<3)|VOMP_STATE_INCALL:
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/* We are trying to call them, and they think we are already in a call.
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This shouldn't happen either, but appropriate action is that we move
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to in-call, and start handling audio. If audio is not available, we
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can switch to engaged tone by sending a single VOMP_CODEC_ENGAGED
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audio frame. Call-waiting not currently supported. */
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call->local.state=VOMP_STATE_INCALL;
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if (vomp_call_start_audio(call)) call->local.codec=VOMP_CODEC_ENGAGED;
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break;
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case (VOMP_STATE_CALLPREP<<3)|VOMP_STATE_CALLENDED:
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/* far end says no call */
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call->local.state=VOMP_STATE_CALLENDED;
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break;
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case (VOMP_STATE_RINGINGOUT<<3)|VOMP_STATE_NOCALL:
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/* We are calling them, and they have not yet answered, wait for
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synchronisation. */
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call->local.state=VOMP_STATE_RINGINGOUT;
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break;
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case (VOMP_STATE_RINGINGOUT<<3)|VOMP_STATE_CALLPREP:
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/* we are calling them, and they are getting ready to call us, so wait
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for synchronisation */
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break;
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case (VOMP_STATE_RINGINGOUT<<3)|VOMP_STATE_RINGINGOUT:
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/* we are each calling each other, so move to INCALL and start audio */
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call->local.state=VOMP_STATE_INCALL;
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if (vomp_call_start_audio(call)) call->local.codec=VOMP_CODEC_ENGAGED;
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break;
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case (VOMP_STATE_RINGINGOUT<<3)|VOMP_STATE_RINGINGIN:
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/* we are calling them and they are calling us, so keep on ringing.
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Or if we haven't started making noise, then do so. */
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if (!call->ringing) vomp_call_start_ringing(call);
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break;
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case (VOMP_STATE_RINGINGOUT<<3)|VOMP_STATE_INCALL:
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/* we are calling them, and they have entered the call, so we should enter
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the call as well. */
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call->local.state=VOMP_STATE_INCALL;
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if (vomp_call_start_audio(call)) call->local.codec=VOMP_CODEC_ENGAGED;
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break;
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case (VOMP_STATE_RINGINGOUT<<3)|VOMP_STATE_CALLENDED:
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/* Other end has rejected call */
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vomp_call_rejected(call);
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call->local.state=VOMP_STATE_CALLENDED;
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break;
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case (VOMP_STATE_RINGINGIN<<3)|VOMP_STATE_NOCALL:
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/* we are ringing and they think there is no call, so move to CALLENDED */
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call->local.state=VOMP_STATE_CALLENDED;
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vomp_call_error(call);
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break;
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case (VOMP_STATE_RINGINGIN<<3)|VOMP_STATE_CALLPREP:
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/* er, causaility loop here. We are ringing before they have started
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ringing us. I guess we should stop ringing. Should we also abort the
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call? */
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call->local.state=VOMP_STATE_CALLENDED;
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vomp_call_error(call);
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break;
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case (VOMP_STATE_RINGINGIN<<3)|VOMP_STATE_RINGINGOUT:
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/* we are ringing and they are ringing us. Make sure we are ringing. */
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if (!call->ringing) vomp_call_start_ringing(call);
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break;
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case (VOMP_STATE_RINGINGIN<<3)|VOMP_STATE_RINGINGIN:
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/* er, we both think that the other is calling us. */
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call->local.state=VOMP_STATE_CALLENDED;
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vomp_call_error(call);
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break;
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case (VOMP_STATE_RINGINGIN<<3)|VOMP_STATE_INCALL:
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/* we think they are ringing us, but they think the call has
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started. I guess we just keep ringing. */
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if (!call->ringing) vomp_call_start_ringing(call);
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break;
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case (VOMP_STATE_RINGINGIN<<3)|VOMP_STATE_CALLENDED:
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/* the far end has rejected our attempt to call them */
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vomp_call_rejected(call);
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call->local.state=VOMP_STATE_CALLENDED;
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break;
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case (VOMP_STATE_INCALL<<3)|VOMP_STATE_NOCALL:
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/* this shouldn't happen */
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call->local.state=VOMP_STATE_CALLENDED;
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vomp_call_error(call);
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break;
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case (VOMP_STATE_INCALL<<3)|VOMP_STATE_CALLPREP:
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/* this shouldn't happen either */
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call->local.state=VOMP_STATE_CALLENDED;
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vomp_call_error(call);
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break;
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case (VOMP_STATE_INCALL<<3)|VOMP_STATE_RINGINGOUT:
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/* we think the call is in progress, but the far end hasn't realised
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we have picked up yet. Nothing to do here. */
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break;
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case (VOMP_STATE_INCALL<<3)|VOMP_STATE_RINGINGIN:
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||
|
case (VOMP_STATE_INCALL<<3)|VOMP_STATE_INCALL:
|
||
|
/* play any audio that they have sent us. */
|
||
|
if (!call->audio_started) {
|
||
|
if (vomp_call_start_audio(call)) call->local.codec=VOMP_CODEC_ENGAGED;
|
||
|
}
|
||
|
vomp_process_audio(call,mdp);
|
||
|
break;
|
||
|
case (VOMP_STATE_INCALL<<3)|VOMP_STATE_CALLENDED:
|
||
|
/* far end hung up */
|
||
|
vomp_call_stop_audio(call);
|
||
|
call->local.state=VOMP_STATE_CALLENDED;
|
||
|
break;
|
||
|
case (VOMP_STATE_CALLENDED<<3)|VOMP_STATE_NOCALL:
|
||
|
case (VOMP_STATE_CALLENDED<<3)|VOMP_STATE_CALLPREP:
|
||
|
case (VOMP_STATE_CALLENDED<<3)|VOMP_STATE_RINGINGOUT:
|
||
|
case (VOMP_STATE_CALLENDED<<3)|VOMP_STATE_RINGINGIN:
|
||
|
case (VOMP_STATE_CALLENDED<<3)|VOMP_STATE_INCALL:
|
||
|
/* For all of these states wait for the far end to synchronise,
|
||
|
but don't touch the call timer */
|
||
|
return;
|
||
|
case (VOMP_STATE_CALLENDED<<3)|VOMP_STATE_CALLENDED:
|
||
|
/* We both agree the call is done. Destroy call. */
|
||
|
vomp_call_destroy(call);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/* touch call timer if the current state has not vetoed by returning */
|
||
|
call->last_activity=overlay_gettime_ms();
|
||
|
/* and then send an update to the call status */
|
||
|
vomp_send_status(call);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case 0x02: /* codec selection, lists set of acceptable codec formats,
|
||
|
and may thus cause change of codec, including during the call */
|
||
|
break;
|
||
|
default:
|
||
|
/* unsupported VoMP frame */
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|