/************************************************* * Library Internal/Global State Source File * * (C) 1999-2007 The Botan Project * *************************************************/ #include #include #include #include #include #include #include #include #include #include namespace Botan { /************************************************* * Botan's global state * *************************************************/ namespace { Library_State* global_lib_state = 0; } /************************************************* * Access the global state object * *************************************************/ Library_State& global_state() { if(!global_lib_state) LibraryInitializer::initialize(); return (*global_lib_state); } /************************************************* * Set a new global state object * *************************************************/ void set_global_state(Library_State* new_state) { delete swap_global_state(new_state); } /************************************************* * Swap two global state objects * *************************************************/ Library_State* swap_global_state(Library_State* new_state) { Library_State* old_state = global_lib_state; global_lib_state = new_state; return old_state; } /************************************************* * Increment the Engine iterator * *************************************************/ Engine* Library_State::Engine_Iterator::next() { return lib.get_engine_n(n++); } /************************************************* * Get a new mutex object * *************************************************/ Mutex* Library_State::get_mutex() const { return mutex_factory->make(); } /************************************************* * Get a persistent named mutex object * *************************************************/ Mutex* Library_State::get_named_mutex(const std::string& name) { Mutex* mux = search_map(locks, name, 0); if(mux) return mux; return (locks[name] = get_mutex()); } /************************************************* * Get an allocator by its name * *************************************************/ Allocator* Library_State::get_allocator(const std::string& type) const { Named_Mutex_Holder lock("allocator"); if(type != "") return search_map(alloc_factory, type, 0); if(!cached_default_allocator) { std::string chosen = config().option("base/default_allocator"); if(chosen == "") chosen = "malloc"; cached_default_allocator = search_map(alloc_factory, chosen, 0); } return cached_default_allocator; } /************************************************* * Create a new name to object mapping * *************************************************/ void Library_State::add_allocator(Allocator* allocator) { Named_Mutex_Holder lock("allocator"); allocator->init(); allocators.push_back(allocator); alloc_factory[allocator->type()] = allocator; } /************************************************* * Set the default allocator type * *************************************************/ void Library_State::set_default_allocator(const std::string& type) const { Named_Mutex_Holder lock("allocator"); if(type == "") return; config().set("conf", "base/default_allocator", type); cached_default_allocator = 0; } /************************************************* * Set the high resolution clock implementation * *************************************************/ void Library_State::set_timer(Timer* new_timer) { if(new_timer) { delete timer; timer = new_timer; } } /************************************************* * Read a high resolution clock * *************************************************/ u64bit Library_State::system_clock() const { return (timer) ? timer->clock() : 0; } /************************************************* * Set the global PRNG * *************************************************/ void Library_State::set_prng(RandomNumberGenerator* new_rng) { Named_Mutex_Holder lock("rng"); delete rng; rng = new_rng; } /************************************************* * Get bytes from the global PRNG * *************************************************/ void Library_State::randomize(byte out[], u32bit length) { Named_Mutex_Holder lock("rng"); rng->randomize(out, length); } /************************************************* * Add a new entropy source to use * *************************************************/ void Library_State::add_entropy_source(EntropySource* src, bool last_in_list) { Named_Mutex_Holder lock("rng"); if(last_in_list) entropy_sources.push_back(src); else entropy_sources.insert(entropy_sources.begin(), src); } /************************************************* * Add some bytes of entropy to the global PRNG * *************************************************/ void Library_State::add_entropy(const byte in[], u32bit length) { Named_Mutex_Holder lock("rng"); rng->add_entropy(in, length); } /************************************************* * Add some bytes of entropy to the global PRNG * *************************************************/ void Library_State::add_entropy(EntropySource& source, bool slow_poll) { Named_Mutex_Holder lock("rng"); rng->add_entropy(source, slow_poll); } /************************************************* * Gather entropy for our PRNG object * *************************************************/ u32bit Library_State::seed_prng(bool slow_poll, u32bit bits_to_get) { Named_Mutex_Holder lock("rng"); u32bit bits = 0; for(u32bit j = 0; j != entropy_sources.size(); ++j) { bits += rng->add_entropy(*(entropy_sources[j]), slow_poll); if(bits_to_get && bits >= bits_to_get) return bits; } return bits; } /************************************************* * Get an engine out of the list * *************************************************/ Engine* Library_State::get_engine_n(u32bit n) const { Named_Mutex_Holder lock("engine"); if(n >= engines.size()) return 0; return engines[n]; } /************************************************* * Add a new engine to the list * *************************************************/ void Library_State::add_engine(Engine* engine) { Named_Mutex_Holder lock("engine"); engines.insert(engines.begin(), engine); } /************************************************* * Set the character set transcoder object * *************************************************/ void Library_State::set_transcoder(class Charset_Transcoder* transcoder) { if(this->transcoder) delete this->transcoder; this->transcoder = transcoder; } /************************************************* * Transcode a string from one charset to another * *************************************************/ std::string Library_State::transcode(const std::string str, Character_Set to, Character_Set from) const { if(!transcoder) throw Invalid_State("Library_State::transcode: No transcoder set"); return transcoder->transcode(str, to, from); } /************************************************* * Set the X509 global state class * *************************************************/ void Library_State::set_x509_state(X509_GlobalState* new_x509_state_obj) { delete x509_state_obj; x509_state_obj = new_x509_state_obj; } /************************************************* * Get the X509 global state class * *************************************************/ X509_GlobalState& Library_State::x509_state() { if(!x509_state_obj) x509_state_obj = new X509_GlobalState(); return (*x509_state_obj); } /************************************************* * Set the UI object state * *************************************************/ void Library_State::set_ui(UI* new_ui) { delete ui; ui = new_ui; } /************************************************* * Send a pulse to the UI object * *************************************************/ void Library_State::pulse(Pulse_Type pulse_type) const { if(ui) ui->pulse(pulse_type); } /************************************************* * Set the configuration object * *************************************************/ Config& Library_State::config() const { if(!config_obj) throw Invalid_State("Library_State::config(): No config set"); return (*config_obj); } /************************************************* * Load modules * *************************************************/ void Library_State::load(Modules& modules) { set_timer(modules.timer()); set_transcoder(modules.transcoder()); std::vector mod_allocs = modules.allocators(); for(u32bit j = 0; j != mod_allocs.size(); ++j) add_allocator(mod_allocs[j]); set_default_allocator(modules.default_allocator()); std::vector mod_engines = modules.engines(); for(u32bit j = 0; j != mod_engines.size(); ++j) { Named_Mutex_Holder lock("engine"); engines.push_back(mod_engines[j]); } std::vector sources = modules.entropy_sources(); for(u32bit j = 0; j != sources.size(); ++j) add_entropy_source(sources[j]); } /************************************************* * Library_State Constructor * *************************************************/ Library_State::Library_State(Mutex_Factory* mutex_factory) { if(!mutex_factory) throw Exception("Library_State: no mutex found"); this->mutex_factory = mutex_factory; this->timer = new Timer(); this->transcoder = 0; this->config_obj = new Config(); locks["settings"] = get_mutex(); locks["allocator"] = get_mutex(); locks["rng"] = get_mutex(); locks["engine"] = get_mutex(); rng = 0; cached_default_allocator = 0; x509_state_obj = 0; ui = 0; } /************************************************* * Library_State Destructor * *************************************************/ Library_State::~Library_State() { delete x509_state_obj; delete transcoder; delete rng; delete timer; delete config_obj; delete ui; std::for_each(entropy_sources.begin(), entropy_sources.end(), del_fun()); std::for_each(engines.begin(), engines.end(), del_fun()); cached_default_allocator = 0; for(u32bit j = 0; j != allocators.size(); ++j) { allocators[j]->destroy(); delete allocators[j]; } std::for_each(locks.begin(), locks.end(), delete2nd::value_type>); delete mutex_factory; } }