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/*************************************************
* Library Internal/Global State Source File *
* (C) 1999-2006 The Botan Project *
*************************************************/
#include <botan/libstate.h>
#include <botan/config.h>
#include <botan/modules.h>
#include <botan/engine.h>
#include <botan/x509stat.h>
#include <botan/stl_util.h>
#include <botan/mutex.h>
#include <botan/timers.h>
#include <botan/charset.h>
#include <algorithm>
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)
{
abort();
throw Invalid_State("Library was not initialized correctly");
}
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<std::string, Mutex*>(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<std::string, Allocator*>(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<std::string, Allocator*>(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, bool in_front)
{
Named_Mutex_Holder lock("engine");
if(in_front)
engines.insert(engines.begin(), engine);
else
engines.push_back(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 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<Allocator*> 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<Engine*> engines = modules.engines();
for(u32bit j = 0; j != engines.size(); ++j)
add_engine(engines[j], false);
std::vector<EntropySource*> 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;
}
/*************************************************
* Library_State Destructor *
*************************************************/
Library_State::~Library_State()
{
delete x509_state_obj;
delete transcoder;
delete rng;
delete timer;
delete config_obj;
std::for_each(entropy_sources.begin(), entropy_sources.end(),
del_fun<EntropySource>());
std::for_each(engines.begin(), engines.end(), del_fun<Engine>());
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<std::map<std::string, Mutex*>::value_type>);
delete mutex_factory;
}
}
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