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