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/*************************************************
* Library Internal/Global State Header File *
* (C) 1999-2006 The Botan Project *
*************************************************/
#ifndef BOTAN_LIB_STATE_H__
#define BOTAN_LIB_STATE_H__
#include <botan/base.h>
#include <string>
#include <vector>
#include <map>
namespace Botan {
/*************************************************
* Global State Container Base *
*************************************************/
class Library_State
{
public:
class Engine_Iterator
{
public:
class Engine* next();
Engine_Iterator(const Library_State& l) : lib(l) { n = 0; }
private:
const Library_State& lib;
u32bit n;
};
friend class Engine_Iterator;
Allocator* get_allocator(const std::string& = "") const;
void add_allocator(Allocator*);
void set_default_allocator(const std::string&) const;
bool rng_is_seeded() const { return rng->is_seeded(); }
void randomize(byte[], u32bit);
void set_prng(RandomNumberGenerator*);
void add_entropy_source(EntropySource*, bool = true);
void add_entropy(const byte[], u32bit);
void add_entropy(EntropySource&, bool);
u32bit seed_prng(bool, u32bit);
void load(class Modules&);
void set_timer(class Timer*);
u64bit system_clock() const;
class Config& config() const;
void add_engine(class Engine*);
class Mutex* get_mutex() const;
class Mutex* get_named_mutex(const std::string&);
void set_x509_state(class X509_GlobalState*);
class X509_GlobalState& x509_state();
void set_transcoder(class Charset_Transcoder*);
std::string transcode(const std::string,
Character_Set, Character_Set) const;
Library_State(class Mutex_Factory*);
~Library_State();
private:
Library_State(const Library_State&) {}
Library_State& operator=(const Library_State&) { return (*this); }
class Engine* get_engine_n(u32bit) const;
class Mutex_Factory* mutex_factory;
class Timer* timer;
class Config* config_obj;
class X509_GlobalState* x509_state_obj;
std::map<std::string, class Mutex*> locks;
std::map<std::string, Allocator*> alloc_factory;
mutable Allocator* cached_default_allocator;
class Charset_Transcoder* transcoder;
RandomNumberGenerator* rng;
std::vector<Allocator*> allocators;
std::vector<EntropySource*> entropy_sources;
std::vector<class Engine*> engines;
};
/*************************************************
* Global State *
*************************************************/
Library_State& global_state();
void set_global_state(Library_State*);
Library_State* swap_global_state(Library_State*);
}
#endif
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