windows-nt/Source/XPSP1/NT/net/ias/providers/ntuser/eap/eapfsm.cpp

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///////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 1998, Microsoft Corp. All rights reserved.
//
// FILE
//
// eapfsm.cpp
//
// SYNOPSIS
//
// Defines the class EAPFSM.
//
// MODIFICATION HISTORY
//
// 08/26/1998 Original version.
//
///////////////////////////////////////////////////////////////////////////////
#include <ias.h>
#include <eapfsm.h>
//////////
// We'll allow the client to send up to three NAK's.
//////////
const BYTE MAX_NAKS = 3;
void EAPFSM::onDllEvent(
PPP_EAP_ACTION action,
const PPP_EAP_PACKET& sendPkt
) throw ()
{
switch (action)
{
case EAPACTION_NoAction:
{
passive = 1;
break;
}
case EAPACTION_Done:
case EAPACTION_SendAndDone:
{
state = (BYTE)STATE_DONE;
break;
}
case EAPACTION_Send:
case EAPACTION_SendWithTimeout:
case EAPACTION_SendWithTimeoutInteractive:
{
passive = 0;
expectedId = sendPkt.Id;
break;
}
}
}
EAPFSM::Action EAPFSM::onReceiveEvent(
const PPP_EAP_PACKET& recvPkt
) throw ()
{
// Only responses are ever expected.
if (recvPkt.Code != EAPCODE_Response) { return DISCARD; }
// Default is to discard.
Action action = DISCARD;
switch (state)
{
case STATE_INITIAL:
{
// In the initial state we only accept Response/Identity.
if (recvPkt.Data[0] == 1)
{
state = (BYTE)STATE_NEGOTIATING;
action = MAKE_MESSAGE;
}
break;
}
case STATE_NEGOTIATING:
{
// In the negotiating state, NAK's are allowed.
if (recvPkt.Data[0] == 3)
{
if (++naks <= MAX_NAKS)
{
action = REPLAY_LAST;
}
else
{
// He's over the limit, so negotiation failed.
action = FAIL_NEGOTIATE;
}
}
else if (isRepeat(recvPkt))
{
action = REPLAY_LAST;
}
else if (isExpected(recvPkt))
{
if (recvPkt.Data[0] == eapType)
{
// Once the client agrees to our type; he's locked in.
state = (BYTE)STATE_ACTIVE;
}
action = MAKE_MESSAGE;
}
break;
}
case STATE_ACTIVE:
{
if (recvPkt.Data[0] == 3)
{
action = DISCARD;
}
else if (isRepeat(recvPkt))
{
action = REPLAY_LAST;
}
else if (isExpected(recvPkt))
{
action = MAKE_MESSAGE;
}
break;
}
case STATE_DONE:
{
// The session is over, so all we do is replay repeats.
if (isRepeat(recvPkt))
{
action = REPLAY_LAST;
}
}
}
// If the packet made it through our filters, then we count it as the
// last received.
if (action == MAKE_MESSAGE)
{
lastId = recvPkt.Id;
lastType = recvPkt.Data[0];
}
return action;
}