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package sun.security.ssl;

import java.io.*;
import java.nio.*;
import java.security.*;

import javax.crypto.BadPaddingException;

import javax.net.ssl.*;
import javax.net.ssl.SSLEngineResult.*;


Implementation of an non-blocking SSLEngine. *Currently*, the SSLEngine code exists in parallel with the current SSLSocket. As such, the current implementation is using legacy code with many of the same abstractions. However, it varies in many areas, most dramatically in the IO handling. There are three main I/O threads that can be existing in parallel: wrap(), unwrap(), and beginHandshake(). We are encouraging users to not call multiple instances of wrap or unwrap, because the data could appear to flow out of the SSLEngine in a non-sequential order. We take all steps we can to at least make sure the ordering remains consistent, but once the calls returns, anything can happen. For example, thread1 and thread2 both call wrap, thread1 gets the first packet, thread2 gets the second packet, but thread2 gets control back before thread1, and sends the data. The receiving side would see an out-of-order error. Handshaking is still done the same way as SSLSocket using the normal InputStream/OutputStream abstactions. We create ClientHandshakers/ServerHandshakers, which produce/consume the handshaking data. The transfer of the data is largely handled by the HandshakeInStream/HandshakeOutStreams. Lastly, the InputRecord/OutputRecords still have the same functionality, except that they are overridden with EngineInputRecord/EngineOutputRecord, which provide SSLEngine-specific functionality. Some of the major differences are: EngineInputRecord/EngineOutputRecord/EngineWriter: In order to avoid writing whole new control flows for handshaking, and to reuse most of the same code, we kept most of the actual handshake code the same. As usual, reading handshake data may trigger output of more handshake data, so what we do is write this data to internal buffers, and wait for wrap() to be called to give that data a ride. All data is routed through EngineInputRecord/EngineOutputRecord. However, all handshake data (ct_alert/ct_change_cipher_spec/ct_handshake) are passed through to the the underlying InputRecord/OutputRecord, and the data uses the internal buffers. Application data is handled slightly different, we copy the data directly from the src to the dst buffers, and do all operations on those buffers, saving the overhead of multiple copies. In the case of an inbound record, unwrap passes the inbound ByteBuffer to the InputRecord. If the data is handshake data, the data is read into the InputRecord's internal buffer. If the data is application data, the data is decoded directly into the dst buffer. In the case of an outbound record, when the write to the "real" OutputStream's would normally take place, instead we call back up to the EngineOutputRecord's version of writeBuffer, at which time we capture the resulting output in a ByteBuffer, and send that back to the EngineWriter for internal storage. EngineWriter is responsible for "handling" all outbound data, be it handshake or app data, and for returning the data to wrap() in the proper order. ClientHandshaker/ServerHandshaker/Handshaker: Methods which relied on SSLSocket now have work on either SSLSockets or SSLEngines.
Author:Brad Wetmore
/** * Implementation of an non-blocking SSLEngine. * * *Currently*, the SSLEngine code exists in parallel with the current * SSLSocket. As such, the current implementation is using legacy code * with many of the same abstractions. However, it varies in many * areas, most dramatically in the IO handling. * * There are three main I/O threads that can be existing in parallel: * wrap(), unwrap(), and beginHandshake(). We are encouraging users to * not call multiple instances of wrap or unwrap, because the data could * appear to flow out of the SSLEngine in a non-sequential order. We * take all steps we can to at least make sure the ordering remains * consistent, but once the calls returns, anything can happen. For * example, thread1 and thread2 both call wrap, thread1 gets the first * packet, thread2 gets the second packet, but thread2 gets control back * before thread1, and sends the data. The receiving side would see an * out-of-order error. * * Handshaking is still done the same way as SSLSocket using the normal * InputStream/OutputStream abstactions. We create * ClientHandshakers/ServerHandshakers, which produce/consume the * handshaking data. The transfer of the data is largely handled by the * HandshakeInStream/HandshakeOutStreams. Lastly, the * InputRecord/OutputRecords still have the same functionality, except * that they are overridden with EngineInputRecord/EngineOutputRecord, * which provide SSLEngine-specific functionality. * * Some of the major differences are: * * EngineInputRecord/EngineOutputRecord/EngineWriter: * * In order to avoid writing whole new control flows for * handshaking, and to reuse most of the same code, we kept most * of the actual handshake code the same. As usual, reading * handshake data may trigger output of more handshake data, so * what we do is write this data to internal buffers, and wait for * wrap() to be called to give that data a ride. * * All data is routed through * EngineInputRecord/EngineOutputRecord. However, all handshake * data (ct_alert/ct_change_cipher_spec/ct_handshake) are passed * through to the the underlying InputRecord/OutputRecord, and * the data uses the internal buffers. * * Application data is handled slightly different, we copy the data * directly from the src to the dst buffers, and do all operations * on those buffers, saving the overhead of multiple copies. * * In the case of an inbound record, unwrap passes the inbound * ByteBuffer to the InputRecord. If the data is handshake data, * the data is read into the InputRecord's internal buffer. If * the data is application data, the data is decoded directly into * the dst buffer. * * In the case of an outbound record, when the write to the * "real" OutputStream's would normally take place, instead we * call back up to the EngineOutputRecord's version of * writeBuffer, at which time we capture the resulting output in a * ByteBuffer, and send that back to the EngineWriter for internal * storage. * * EngineWriter is responsible for "handling" all outbound * data, be it handshake or app data, and for returning the data * to wrap() in the proper order. * * ClientHandshaker/ServerHandshaker/Handshaker: * Methods which relied on SSLSocket now have work on either * SSLSockets or SSLEngines. * * @author Brad Wetmore */
final public class SSLEngineImpl extends SSLEngine { // // Fields and global comments // /* * There's a state machine associated with each connection, which * among other roles serves to negotiate session changes. * * - START with constructor, until the TCP connection's around. * - HANDSHAKE picks session parameters before allowing traffic. * There are many substates due to sequencing requirements * for handshake messages. * - DATA may be transmitted. * - RENEGOTIATE state allows concurrent data and handshaking * traffic ("same" substates as HANDSHAKE), and terminates * in selection of new session (and connection) parameters * - ERROR state immediately precedes abortive disconnect. * - CLOSED when one side closes down, used to start the shutdown * process. SSL connection objects are not reused. * * State affects what SSL record types may legally be sent: * * - Handshake ... only in HANDSHAKE and RENEGOTIATE states * - App Data ... only in DATA and RENEGOTIATE states * - Alert ... in HANDSHAKE, DATA, RENEGOTIATE * * Re what may be received: same as what may be sent, except that * HandshakeRequest handshaking messages can come from servers even * in the application data state, to request entry to RENEGOTIATE. * * The state machine within HANDSHAKE and RENEGOTIATE states controls * the pending session, not the connection state, until the change * cipher spec and "Finished" handshake messages are processed and * make the "new" session become the current one. * * NOTE: details of the SMs always need to be nailed down better. * The text above illustrates the core ideas. * * +---->-------+------>--------->-------+ * | | | * <-----< ^ ^ <-----< | *START>----->HANDSHAKE>----->DATA>----->RENEGOTIATE | * v v v | * | | | | * +------------+---------------+ | * | | * v | * ERROR>------>----->CLOSED<--------<----+ * * ALSO, note that the the purpose of handshaking (renegotiation is * included) is to assign a different, and perhaps new, session to * the connection. The SSLv3 spec is a bit confusing on that new * protocol feature. */ private int connectionState; private static final int cs_START = 0; private static final int cs_HANDSHAKE = 1; private static final int cs_DATA = 2; private static final int cs_RENEGOTIATE = 3; private static final int cs_ERROR = 4; private static final int cs_CLOSED = 6; /* * Once we're in state cs_CLOSED, we can continue to * wrap/unwrap until we finish sending/receiving the messages * for close_notify. EngineWriter handles outboundDone. */ private boolean inboundDone = false; EngineWriter writer; /* * The authentication context holds all information used to establish * who this end of the connection is (certificate chains, private keys, * etc) and who is trusted (e.g. as CAs or websites). */ private SSLContextImpl sslContext; /* * This connection is one of (potentially) many associated with * any given session. The output of the handshake protocol is a * new session ... although all the protocol description talks * about changing the cipher spec (and it does change), in fact * that's incidental since it's done by changing everything that * is associated with a session at the same time. (TLS/IETF may * change that to add client authentication w/o new key exchg.) */ private Handshaker handshaker; private SSLSessionImpl sess; private volatile SSLSessionImpl handshakeSession; /* * Client authentication be off, requested, or required. * * This will be used by both this class and SSLSocket's variants. */ static final byte clauth_none = 0; static final byte clauth_requested = 1; static final byte clauth_required = 2; /* * Flag indicating if the next record we receive MUST be a Finished * message. Temporarily set during the handshake to ensure that * a change cipher spec message is followed by a finished message. */ private boolean expectingFinished; /* * If someone tries to closeInbound() (say at End-Of-Stream) * our engine having received a close_notify, we need to * notify the app that we may have a truncation attack underway. */ private boolean recvCN; /* * For improved diagnostics, we detail connection closure * If the engine is closed (connectionState >= cs_ERROR), * closeReason != null indicates if the engine was closed * because of an error or because or normal shutdown. */ private SSLException closeReason; /* * Per-connection private state that doesn't change when the * session is changed. */ private byte doClientAuth; private boolean enableSessionCreation = true; EngineInputRecord inputRecord; EngineOutputRecord outputRecord; private AccessControlContext acc; // The cipher suites enabled for use on this connection. private CipherSuiteList enabledCipherSuites; // the endpoint identification protocol private String identificationProtocol = null; // The cryptographic algorithm constraints private AlgorithmConstraints algorithmConstraints = null; // Have we been told whether we're client or server? private boolean serverModeSet = false; private boolean roleIsServer; /* * The protocol versions enabled for use on this connection. * * Note: we support a pseudo protocol called SSLv2Hello which when * set will result in an SSL v2 Hello being sent with SSL (version 3.0) * or TLS (version 3.1, 3.2, etc.) version info. */ private ProtocolList enabledProtocols; /* * The SSL version associated with this connection. */ private ProtocolVersion protocolVersion = ProtocolVersion.DEFAULT; /* * Crypto state that's reinitialized when the session changes. */ private MAC readMAC, writeMAC; private CipherBox readCipher, writeCipher; // NOTE: compression state would be saved here /* * security parameters for secure renegotiation. */ private boolean secureRenegotiation; private byte[] clientVerifyData; private byte[] serverVerifyData; /* * READ ME * READ ME * READ ME * READ ME * READ ME * READ ME * * IMPORTANT STUFF TO UNDERSTANDING THE SYNCHRONIZATION ISSUES. * READ ME * READ ME * READ ME * READ ME * READ ME * READ ME * * * There are several locks here. * * The primary lock is the per-instance lock used by * synchronized(this) and the synchronized methods. It controls all * access to things such as the connection state and variables which * affect handshaking. If we are inside a synchronized method, we * can access the state directly, otherwise, we must use the * synchronized equivalents. * * Note that we must never acquire the <code>this</code> lock after * <code>writeLock</code> or run the risk of deadlock. * * Grab some coffee, and be careful with any code changes. */ private Object wrapLock; private Object unwrapLock; Object writeLock; /* * Is it the first application record to write? */ private boolean isFirstAppOutputRecord = true; /* * Class and subclass dynamic debugging support */ private static final Debug debug = Debug.getInstance("ssl"); // // Initialization/Constructors //
Constructor for an SSLEngine from SSLContext, without host/port hints. This Engine will not be able to cache sessions, but must renegotiate everything by hand.
/** * Constructor for an SSLEngine from SSLContext, without * host/port hints. This Engine will not be able to cache * sessions, but must renegotiate everything by hand. */
SSLEngineImpl(SSLContextImpl ctx) { super(); init(ctx); }
Constructor for an SSLEngine from SSLContext.
/** * Constructor for an SSLEngine from SSLContext. */
SSLEngineImpl(SSLContextImpl ctx, String host, int port) { super(host, port); init(ctx); }
Initializes the Engine
/** * Initializes the Engine */
private void init(SSLContextImpl ctx) { if (debug != null && Debug.isOn("ssl")) { System.out.println("Using SSLEngineImpl."); } sslContext = ctx; sess = new SSLSessionImpl(); handshakeSession = null; /* * State is cs_START until we initialize the handshaker. * * Apps using SSLEngine are probably going to be server. * Somewhat arbitrary choice. */ roleIsServer = true; connectionState = cs_START; /* * default read and write side cipher and MAC support * * Note: compression support would go here too */ readCipher = CipherBox.NULL; readMAC = MAC.NULL; writeCipher = CipherBox.NULL; writeMAC = MAC.NULL; // default security parameters for secure renegotiation secureRenegotiation = false; clientVerifyData = new byte[0]; serverVerifyData = new byte[0]; enabledCipherSuites = sslContext.getDefaultCipherSuiteList(roleIsServer); enabledProtocols = sslContext.getDefaultProtocolList(roleIsServer); wrapLock = new Object(); unwrapLock = new Object(); writeLock = new Object(); /* * Save the Access Control Context. This will be used later * for a couple of things, including providing a context to * run tasks in, and for determining which credentials * to use for Subject based (JAAS) decisions */ acc = AccessController.getContext(); /* * All outbound application data goes through this OutputRecord, * other data goes through their respective records created * elsewhere. All inbound data goes through this one * input record. */ outputRecord = new EngineOutputRecord(Record.ct_application_data, this); inputRecord = new EngineInputRecord(this); inputRecord.enableFormatChecks(); writer = new EngineWriter(); }
Initialize the handshaker object. This means: . if a handshake is already in progress (state is cs_HANDSHAKE or cs_RENEGOTIATE), do nothing and return . if the engine is already closed, throw an Exception (internal error) . otherwise (cs_START or cs_DATA), create the appropriate handshaker object and advance the connection state (to cs_HANDSHAKE or cs_RENEGOTIATE, respectively). This method is called right after a new engine is created, when starting renegotiation, or when changing client/server mode of the engine.
/** * Initialize the handshaker object. This means: * * . if a handshake is already in progress (state is cs_HANDSHAKE * or cs_RENEGOTIATE), do nothing and return * * . if the engine is already closed, throw an Exception (internal error) * * . otherwise (cs_START or cs_DATA), create the appropriate handshaker * object and advance the connection state (to cs_HANDSHAKE or * cs_RENEGOTIATE, respectively). * * This method is called right after a new engine is created, when * starting renegotiation, or when changing client/server mode of the * engine. */
private void initHandshaker() { switch (connectionState) { // // Starting a new handshake. // case cs_START: case cs_DATA: break; // // We're already in the middle of a handshake. // case cs_HANDSHAKE: case cs_RENEGOTIATE: return; // // Anyone allowed to call this routine is required to // do so ONLY if the connection state is reasonable... // default: throw new IllegalStateException("Internal error"); } // state is either cs_START or cs_DATA if (connectionState == cs_START) { connectionState = cs_HANDSHAKE; } else { // cs_DATA connectionState = cs_RENEGOTIATE; } if (roleIsServer) { handshaker = new ServerHandshaker(this, sslContext, enabledProtocols, doClientAuth, protocolVersion, connectionState == cs_HANDSHAKE, secureRenegotiation, clientVerifyData, serverVerifyData); } else { handshaker = new ClientHandshaker(this, sslContext, enabledProtocols, protocolVersion, connectionState == cs_HANDSHAKE, secureRenegotiation, clientVerifyData, serverVerifyData); } handshaker.setEnabledCipherSuites(enabledCipherSuites); handshaker.setEnableSessionCreation(enableSessionCreation); } /* * Report the current status of the Handshaker */ private HandshakeStatus getHSStatus(HandshakeStatus hss) { if (hss != null) { return hss; } synchronized (this) { if (writer.hasOutboundData()) { return HandshakeStatus.NEED_WRAP; } else if (handshaker != null) { if (handshaker.taskOutstanding()) { return HandshakeStatus.NEED_TASK; } else { return HandshakeStatus.NEED_UNWRAP; } } else if (connectionState == cs_CLOSED) { /* * Special case where we're closing, but * still need the close_notify before we * can officially be closed. * * Note isOutboundDone is taken care of by * hasOutboundData() above. */ if (!isInboundDone()) { return HandshakeStatus.NEED_UNWRAP; } // else not handshaking } return HandshakeStatus.NOT_HANDSHAKING; } } synchronized private void checkTaskThrown() throws SSLException { if (handshaker != null) { handshaker.checkThrown(); } } // // Handshaking and connection state code // /* * Provides "this" synchronization for connection state. * Otherwise, you can access it directly. */ synchronized private int getConnectionState() { return connectionState; } synchronized private void setConnectionState(int state) { connectionState = state; } /* * Get the Access Control Context. * * Used for a known context to * run tasks in, and for determining which credentials * to use for Subject-based (JAAS) decisions. */ AccessControlContext getAcc() { return acc; } /* * Is a handshake currently underway? */ public SSLEngineResult.HandshakeStatus getHandshakeStatus() { return getHSStatus(null); } /* * When a connection finishes handshaking by enabling use of a newly * negotiated session, each end learns about it in two halves (read, * and write). When both read and write ciphers have changed, and the * last handshake message has been read, the connection has joined * (rejoined) the new session. * * NOTE: The SSLv3 spec is rather unclear on the concepts here. * Sessions don't change once they're established (including cipher * suite and master secret) but connections can join them (and leave * them). They're created by handshaking, though sometime handshaking * causes connections to join up with pre-established sessions. * * Synchronized on "this" from readRecord. */ private void changeReadCiphers() throws SSLException { CipherBox oldCipher = readCipher; try { readCipher = handshaker.newReadCipher(); readMAC = handshaker.newReadMAC(); } catch (GeneralSecurityException e) { // "can't happen" throw new SSLException("Algorithm missing: ", e); } /* * Dispose of any intermediate state in the underlying cipher. * For PKCS11 ciphers, this will release any attached sessions, * and thus make finalization faster. * * Since MAC's doFinal() is called for every SSL/TLS packet, it's * not necessary to do the same with MAC's. */ oldCipher.dispose(); } /* * used by Handshaker to change the active write cipher, follows * the output of the CCS message. * * Also synchronized on "this" from readRecord/delegatedTask. */ void changeWriteCiphers() throws SSLException { if (connectionState != cs_HANDSHAKE && connectionState != cs_RENEGOTIATE) { throw new SSLProtocolException( "State error, change cipher specs"); } // ... create compressor CipherBox oldCipher = writeCipher; try { writeCipher = handshaker.newWriteCipher(); writeMAC = handshaker.newWriteMAC(); } catch (GeneralSecurityException e) { // "can't happen" throw new SSLException("Algorithm missing: ", e); } // See comment above. oldCipher.dispose(); // reset the flag of the first application record isFirstAppOutputRecord = true; } /* * Updates the SSL version associated with this connection. * Called from Handshaker once it has determined the negotiated version. */ synchronized void setVersion(ProtocolVersion protocolVersion) { this.protocolVersion = protocolVersion; outputRecord.setVersion(protocolVersion); }
Kickstart the handshake if it is not already in progress. This means: . if handshaking is already underway, do nothing and return . if the engine is not connected or already closed, throw an Exception. . otherwise, call initHandshake() to initialize the handshaker object and progress the state. Then, send the initial handshaking message if appropriate (always on clients and on servers when renegotiating).
/** * Kickstart the handshake if it is not already in progress. * This means: * * . if handshaking is already underway, do nothing and return * * . if the engine is not connected or already closed, throw an * Exception. * * . otherwise, call initHandshake() to initialize the handshaker * object and progress the state. Then, send the initial * handshaking message if appropriate (always on clients and * on servers when renegotiating). */
private synchronized void kickstartHandshake() throws IOException { switch (connectionState) { case cs_START: if (!serverModeSet) { throw new IllegalStateException( "Client/Server mode not yet set."); } initHandshaker(); break; case cs_HANDSHAKE: // handshaker already setup, proceed break; case cs_DATA: if (!secureRenegotiation && !Handshaker.allowUnsafeRenegotiation) { throw new SSLHandshakeException( "Insecure renegotiation is not allowed"); } if (!secureRenegotiation) { if (debug != null && Debug.isOn("handshake")) { System.out.println( "Warning: Using insecure renegotiation"); } } // initialize the handshaker, move to cs_RENEGOTIATE initHandshaker(); break; case cs_RENEGOTIATE: // handshaking already in progress, return return; default: // cs_ERROR/cs_CLOSED throw new SSLException("SSLEngine is closing/closed"); } // // Kickstart handshake state machine if we need to ... // // Note that handshaker.kickstart() writes the message // to its HandshakeOutStream, which calls back into // SSLSocketImpl.writeRecord() to send it. // if (!handshaker.activated()) { // prior to handshaking, activate the handshake if (connectionState == cs_RENEGOTIATE) { // don't use SSLv2Hello when renegotiating handshaker.activate(protocolVersion); } else { handshaker.activate(null); } if (handshaker instanceof ClientHandshaker) { // send client hello handshaker.kickstart(); } else { // instanceof ServerHandshaker if (connectionState == cs_HANDSHAKE) { // initial handshake, no kickstart message to send } else { // we want to renegotiate, send hello request handshaker.kickstart(); // hello request is not included in the handshake // hashes, reset them handshaker.handshakeHash.reset(); } } } } /* * Start a SSLEngine handshake */ public void beginHandshake() throws SSLException { try { kickstartHandshake(); } catch (Exception e) { fatal(Alerts.alert_handshake_failure, "Couldn't kickstart handshaking", e); } } // // Read/unwrap side //
Unwraps a buffer. Does a variety of checks before grabbing the unwrapLock, which blocks multiple unwraps from occurring.
/** * Unwraps a buffer. Does a variety of checks before grabbing * the unwrapLock, which blocks multiple unwraps from occurring. */
public SSLEngineResult unwrap(ByteBuffer netData, ByteBuffer [] appData, int offset, int length) throws SSLException { EngineArgs ea = new EngineArgs(netData, appData, offset, length); try { synchronized (unwrapLock) { return readNetRecord(ea); } } catch (SSLProtocolException spe) { // may be an unexpected handshake message fatal(Alerts.alert_unexpected_message, spe.getMessage(), spe); return null; // make compiler happy } catch (Exception e) { /* * Don't reset position so it looks like we didn't * consume anything. We did consume something, and it * got us into this situation, so report that much back. * Our days of consuming are now over anyway. */ fatal(Alerts.alert_internal_error, "problem unwrapping net record", e); return null; // make compiler happy } finally { /* * Just in case something failed to reset limits properly. */ ea.resetLim(); } } /* * Makes additional checks for unwrap, but this time more * specific to this packet and the current state of the machine. */ private SSLEngineResult readNetRecord(EngineArgs ea) throws IOException { Status status = null; HandshakeStatus hsStatus = null; /* * See if the handshaker needs to report back some SSLException. */ checkTaskThrown(); /* * Check if we are closing/closed. */ if (isInboundDone()) { return new SSLEngineResult(Status.CLOSED, getHSStatus(null), 0, 0); } /* * If we're still in cs_HANDSHAKE, make sure it's been * started. */ synchronized (this) { if ((connectionState == cs_HANDSHAKE) || (connectionState == cs_START)) { kickstartHandshake(); /* * If there's still outbound data to flush, we * can return without trying to unwrap anything. */ hsStatus = getHSStatus(null); if (hsStatus == HandshakeStatus.NEED_WRAP) { return new SSLEngineResult(Status.OK, hsStatus, 0, 0); } } } /* * Grab a copy of this if it doesn't already exist, * and we can use it several places before anything major * happens on this side. Races aren't critical * here. */ if (hsStatus == null) { hsStatus = getHSStatus(null); } /* * If we have a task outstanding, this *MUST* be done before * doing any more unwrapping, because we could be in the middle * of receiving a handshake message, for example, a finished * message which would change the ciphers. */ if (hsStatus == HandshakeStatus.NEED_TASK) { return new SSLEngineResult( Status.OK, hsStatus, 0, 0); } /* * Check the packet to make sure enough is here. * This will also indirectly check for 0 len packets. */ int packetLen = inputRecord.bytesInCompletePacket(ea.netData); // Is this packet bigger than SSL/TLS normally allows? if (packetLen > sess.getPacketBufferSize()) { if (packetLen > Record.maxLargeRecordSize) { throw new SSLProtocolException( "Input SSL/TLS record too big: max = " + Record.maxLargeRecordSize + " len = " + packetLen); } else { // Expand the expected maximum packet/application buffer // sizes. sess.expandBufferSizes(); } } /* * Check for OVERFLOW. * * To be considered: We could delay enforcing the application buffer * free space requirement until after the initial handshaking. */ if ((packetLen - Record.headerSize) > ea.getAppRemaining()) { return new SSLEngineResult(Status.BUFFER_OVERFLOW, hsStatus, 0, 0); } // check for UNDERFLOW. if ((packetLen == -1) || (ea.netData.remaining() < packetLen)) { return new SSLEngineResult( Status.BUFFER_UNDERFLOW, hsStatus, 0, 0); } /* * We're now ready to actually do the read. * The only result code we really need to be exactly * right is the HS finished, for signaling to * HandshakeCompletedListeners. */ try { hsStatus = readRecord(ea); } catch (SSLException e) { throw e; } catch (IOException e) { throw new SSLException("readRecord", e); } /* * Check the various condition that we could be reporting. * * It's *possible* something might have happened between the * above and now, but it was better to minimally lock "this" * during the read process. We'll return the current * status, which is more representative of the current state. * * status above should cover: FINISHED, NEED_TASK */ status = (isInboundDone() ? Status.CLOSED : Status.OK); hsStatus = getHSStatus(hsStatus); return new SSLEngineResult(status, hsStatus, ea.deltaNet(), ea.deltaApp()); } /* * Actually do the read record processing. * * Returns a Status if it can make specific determinations * of the engine state. In particular, we need to signal * that a handshake just completed. * * It would be nice to be symmetrical with the write side and move * the majority of this to EngineInputRecord, but there's too much * SSLEngine state to do that cleanly. It must still live here. */ private HandshakeStatus readRecord(EngineArgs ea) throws IOException { HandshakeStatus hsStatus = null; /* * The various operations will return new sliced BB's, * this will avoid having to worry about positions and * limits in the netBB. */ ByteBuffer readBB = null; ByteBuffer decryptedBB = null; if (getConnectionState() != cs_ERROR) { /* * Read a record ... maybe emitting an alert if we get a * comprehensible but unsupported "hello" message during * format checking (e.g. V2). */ try { readBB = inputRecord.read(ea.netData); } catch (IOException e) { fatal(Alerts.alert_unexpected_message, e); } /* * The basic SSLv3 record protection involves (optional) * encryption for privacy, and an integrity check ensuring * data origin authentication. We do them both here, and * throw a fatal alert if the integrity check fails. */ try { decryptedBB = inputRecord.decrypt(readMAC, readCipher, readBB); } catch (BadPaddingException e) { byte alertType = (inputRecord.contentType() == Record.ct_handshake) ? Alerts.alert_handshake_failure : Alerts.alert_bad_record_mac; fatal(alertType, e.getMessage(), e); } // if (!inputRecord.decompress(c)) // fatal(Alerts.alert_decompression_failure, // "decompression failure"); /* * Process the record. */ synchronized (this) { switch (inputRecord.contentType()) { case Record.ct_handshake: /* * Handshake messages always go to a pending session * handshaker ... if there isn't one, create one. This * must work asynchronously, for renegotiation. * * NOTE that handshaking will either resume a session * which was in the cache (and which might have other * connections in it already), or else will start a new * session (new keys exchanged) with just this connection * in it. */ initHandshaker(); if (!handshaker.activated()) { // prior to handshaking, activate the handshake if (connectionState == cs_RENEGOTIATE) { // don't use SSLv2Hello when renegotiating handshaker.activate(protocolVersion); } else { handshaker.activate(null); } } /* * process the handshake record ... may contain just * a partial handshake message or multiple messages. * * The handshaker state machine will ensure that it's * a finished message. */ handshaker.process_record(inputRecord, expectingFinished); expectingFinished = false; if (handshaker.invalidated) { handshaker = null; // if state is cs_RENEGOTIATE, revert it to cs_DATA if (connectionState == cs_RENEGOTIATE) { connectionState = cs_DATA; } } else if (handshaker.isDone()) { // reset the parameters for secure renegotiation. secureRenegotiation = handshaker.isSecureRenegotiation(); clientVerifyData = handshaker.getClientVerifyData(); serverVerifyData = handshaker.getServerVerifyData(); sess = handshaker.getSession(); handshakeSession = null; if (!writer.hasOutboundData()) { hsStatus = HandshakeStatus.FINISHED; } handshaker = null; connectionState = cs_DATA; // No handshakeListeners here. That's a // SSLSocket thing. } else if (handshaker.taskOutstanding()) { hsStatus = HandshakeStatus.NEED_TASK; } break; case Record.ct_application_data: // Pass this right back up to the application. if ((connectionState != cs_DATA) && (connectionState != cs_RENEGOTIATE) && (connectionState != cs_CLOSED)) { throw new SSLProtocolException( "Data received in non-data state: " + connectionState); } if (expectingFinished) { throw new SSLProtocolException ("Expecting finished message, received data"); } /* * Don't return data once the inbound side is * closed. */ if (!inboundDone) { ea.scatter(decryptedBB.slice()); } break; case Record.ct_alert: recvAlert(); break; case Record.ct_change_cipher_spec: if ((connectionState != cs_HANDSHAKE && connectionState != cs_RENEGOTIATE)) { // For the CCS message arriving in the wrong state fatal(Alerts.alert_unexpected_message, "illegal change cipher spec msg, conn state = " + connectionState); } else if (inputRecord.available() != 1 || inputRecord.read() != 1) { // For structural/content issues with the CCS fatal(Alerts.alert_unexpected_message, "Malformed change cipher spec msg"); } // // The first message after a change_cipher_spec // record MUST be a "Finished" handshake record, // else it's a protocol violation. We force this // to be checked by a minor tweak to the state // machine. // handshaker.receiveChangeCipherSpec(); changeReadCiphers(); // next message MUST be a finished message expectingFinished = true; break; default: // // TLS requires that unrecognized records be ignored. // if (debug != null && Debug.isOn("ssl")) { System.out.println(threadName() + ", Received record type: " + inputRecord.contentType()); } break; } // switch /* * We only need to check the sequence number state for * non-handshaking record. * * Note that in order to maintain the handshake status * properly, we check the sequence number after the last * record reading process. As we request renegotiation * or close the connection for wrapped sequence number * when there is enough sequence number space left to * handle a few more records, so the sequence number * of the last record cannot be wrapped. */ if (connectionState < cs_ERROR && !isInboundDone() && (hsStatus == HandshakeStatus.NOT_HANDSHAKING)) { if (checkSequenceNumber(readMAC, inputRecord.contentType())) { hsStatus = getHSStatus(null); } } } // synchronized (this) } return hsStatus; } // // write/wrap side //
Wraps a buffer. Does a variety of checks before grabbing the wrapLock, which blocks multiple wraps from occurring.
/** * Wraps a buffer. Does a variety of checks before grabbing * the wrapLock, which blocks multiple wraps from occurring. */
public SSLEngineResult wrap(ByteBuffer [] appData, int offset, int length, ByteBuffer netData) throws SSLException { EngineArgs ea = new EngineArgs(appData, offset, length, netData); /* * We can be smarter about using smaller buffer sizes later. * For now, force it to be large enough to handle any * valid SSL/TLS record. */ if (netData.remaining() < EngineOutputRecord.maxRecordSize) { return new SSLEngineResult( Status.BUFFER_OVERFLOW, getHSStatus(null), 0, 0); } try { synchronized (wrapLock) { return writeAppRecord(ea); } } catch (SSLProtocolException spe) { // may be an unexpected handshake message fatal(Alerts.alert_unexpected_message, spe.getMessage(), spe); return null; // make compiler happy } catch (Exception e) { ea.resetPos(); fatal(Alerts.alert_internal_error, "problem wrapping app data", e); return null; // make compiler happy } finally { /* * Just in case something didn't reset limits properly. */ ea.resetLim(); } } /* * Makes additional checks for unwrap, but this time more * specific to this packet and the current state of the machine. */ private SSLEngineResult writeAppRecord(EngineArgs ea) throws IOException { Status status = null; HandshakeStatus hsStatus = null; /* * See if the handshaker needs to report back some SSLException. */ checkTaskThrown(); /* * short circuit if we're closed/closing. */ if (writer.isOutboundDone()) { return new SSLEngineResult(Status.CLOSED, getHSStatus(null), 0, 0); } /* * If we're still in cs_HANDSHAKE, make sure it's been * started. */ synchronized (this) { if ((connectionState == cs_HANDSHAKE) || (connectionState == cs_START)) { kickstartHandshake(); /* * If there's no HS data available to write, we can return * without trying to wrap anything. */ hsStatus = getHSStatus(null); if (hsStatus == HandshakeStatus.NEED_UNWRAP) { return new SSLEngineResult(Status.OK, hsStatus, 0, 0); } } } /* * Grab a copy of this if it doesn't already exist, * and we can use it several places before anything major * happens on this side. Races aren't critical * here. */ if (hsStatus == null) { hsStatus = getHSStatus(null); } /* * If we have a task outstanding, this *MUST* be done before * doing any more wrapping, because we could be in the middle * of receiving a handshake message, for example, a finished * message which would change the ciphers. */ if (hsStatus == HandshakeStatus.NEED_TASK) { return new SSLEngineResult( Status.OK, hsStatus, 0, 0); } /* * This will obtain any waiting outbound data, or will * process the outbound appData. */ try { synchronized (writeLock) { hsStatus = writeRecord(outputRecord, ea); } } catch (SSLException e) { throw e; } catch (IOException e) { throw new SSLException("Write problems", e); } /* * writeRecord might have reported some status. * Now check for the remaining cases. * * status above should cover: NEED_WRAP/FINISHED */ status = (isOutboundDone() ? Status.CLOSED : Status.OK); hsStatus = getHSStatus(hsStatus); return new SSLEngineResult(status, hsStatus, ea.deltaApp(), ea.deltaNet()); } /* * Central point to write/get all of the outgoing data. */ private HandshakeStatus writeRecord(EngineOutputRecord eor, EngineArgs ea) throws IOException { // eventually compress as well. HandshakeStatus hsStatus = writer.writeRecord(eor, ea, writeMAC, writeCipher); /* * We only need to check the sequence number state for * non-handshaking record. * * Note that in order to maintain the handshake status * properly, we check the sequence number after the last * record writing process. As we request renegotiation * or close the connection for wrapped sequence number * when there is enough sequence number space left to * handle a few more records, so the sequence number * of the last record cannot be wrapped. */ if (connectionState < cs_ERROR && !isOutboundDone() && (hsStatus == HandshakeStatus.NOT_HANDSHAKING)) { if (checkSequenceNumber(writeMAC, eor.contentType())) { hsStatus = getHSStatus(null); } } /* * turn off the flag of the first application record if we really * consumed at least byte. */ if (isFirstAppOutputRecord && ea.deltaApp() > 0) { isFirstAppOutputRecord = false; } return hsStatus; } /* * Need to split the payload except the following cases: * * 1. protocol version is TLS 1.1 or later; * 2. bulk cipher does not use CBC mode, including null bulk cipher suites. * 3. the payload is the first application record of a freshly * negotiated TLS session. * 4. the CBC protection is disabled; * * More details, please refer to * EngineOutputRecord.write(EngineArgs, MAC, CipherBox). */ boolean needToSplitPayload(CipherBox cipher, ProtocolVersion protocol) { return (protocol.v <= ProtocolVersion.TLS10.v) && cipher.isCBCMode() && !isFirstAppOutputRecord && Record.enableCBCProtection; } /* * Non-application OutputRecords go through here. */ void writeRecord(EngineOutputRecord eor) throws IOException { // eventually compress as well. writer.writeRecord(eor, writeMAC, writeCipher); /* * Check the sequence number state * * Note that in order to maintain the connection I/O * properly, we check the sequence number after the last * record writing process. As we request renegotiation * or close the connection for wrapped sequence number * when there is enough sequence number space left to * handle a few more records, so the sequence number * of the last record cannot be wrapped. */ if ((connectionState < cs_ERROR) && !isOutboundDone()) { checkSequenceNumber(writeMAC, eor.contentType()); } } // // Close code //
Check the sequence number state RFC 4346 states that, "Sequence numbers are of type uint64 and may not exceed 2^64-1. Sequence numbers do not wrap. If a TLS implementation would need to wrap a sequence number, it must renegotiate instead." Return true if the handshake status may be changed.
/** * Check the sequence number state * * RFC 4346 states that, "Sequence numbers are of type uint64 and * may not exceed 2^64-1. Sequence numbers do not wrap. If a TLS * implementation would need to wrap a sequence number, it must * renegotiate instead." * * Return true if the handshake status may be changed. */
private boolean checkSequenceNumber(MAC mac, byte type) throws IOException { /* * Don't bother to check the sequence number for error or * closed connections, or NULL MAC */ if (connectionState >= cs_ERROR || mac == MAC.NULL) { return false; } /* * Conservatively, close the connection immediately when the * sequence number is close to overflow */ if (mac.seqNumOverflow()) { /* * TLS protocols do not define a error alert for sequence * number overflow. We use handshake_failure error alert * for handshaking and bad_record_mac for other records. */ if (debug != null && Debug.isOn("ssl")) { System.out.println(threadName() + ", sequence number extremely close to overflow " + "(2^64-1 packets). Closing connection."); } fatal(Alerts.alert_handshake_failure, "sequence number overflow"); return true; // make the compiler happy } /* * Ask for renegotiation when need to renew sequence number. * * Don't bother to kickstart the renegotiation when the local is * asking for it. */ if ((type != Record.ct_handshake) && mac.seqNumIsHuge()) { if (debug != null && Debug.isOn("ssl")) { System.out.println(threadName() + ", request renegotiation " + "to avoid sequence number overflow"); } beginHandshake(); return true; } return false; }
Signals that no more outbound application data will be sent on this SSLEngine.
/** * Signals that no more outbound application data will be sent * on this <code>SSLEngine</code>. */
private void closeOutboundInternal() { if ((debug != null) && Debug.isOn("ssl")) { System.out.println(threadName() + ", closeOutboundInternal()"); } /* * Already closed, ignore */ if (writer.isOutboundDone()) { return; } switch (connectionState) { /* * If we haven't even started yet, don't bother reading inbound. */ case cs_START: writer.closeOutbound(); inboundDone = true; break; case cs_ERROR: case cs_CLOSED: break; /* * Otherwise we indicate clean termination. */ // case cs_HANDSHAKE: // case cs_DATA: // case cs_RENEGOTIATE: default: warning(Alerts.alert_close_notify); writer.closeOutbound(); break; } // See comment in changeReadCiphers() writeCipher.dispose(); connectionState = cs_CLOSED; } synchronized public void closeOutbound() { /* * Dump out a close_notify to the remote side */ if ((debug != null) && Debug.isOn("ssl")) { System.out.println(threadName() + ", called closeOutbound()"); } closeOutboundInternal(); }
Returns the outbound application data closure state
/** * Returns the outbound application data closure state */
public boolean isOutboundDone() { return writer.isOutboundDone(); }
Signals that no more inbound network data will be sent to this SSLEngine.
/** * Signals that no more inbound network data will be sent * to this <code>SSLEngine</code>. */
private void closeInboundInternal() { if ((debug != null) && Debug.isOn("ssl")) { System.out.println(threadName() + ", closeInboundInternal()"); } /* * Already closed, ignore */ if (inboundDone) { return; } closeOutboundInternal(); inboundDone = true; // See comment in changeReadCiphers() readCipher.dispose(); connectionState = cs_CLOSED; } /* * Close the inbound side of the connection. We grab the * lock here, and do the real work in the internal verison. * We do check for truncation attacks. */ synchronized public void closeInbound() throws SSLException { /* * Currently closes the outbound side as well. The IETF TLS * working group has expressed the opinion that 1/2 open * connections are not allowed by the spec. May change * someday in the future. */ if ((debug != null) && Debug.isOn("ssl")) { System.out.println(threadName() + ", called closeInbound()"); } /* * No need to throw an Exception if we haven't even started yet. */ if ((connectionState != cs_START) && !recvCN) { recvCN = true; // Only receive the Exception once fatal(Alerts.alert_internal_error, "Inbound closed before receiving peer's close_notify: " + "possible truncation attack?"); } else { /* * Currently, this is a no-op, but in case we change * the close inbound code later. */ closeInboundInternal(); } }
Returns the network inbound data closure state
/** * Returns the network inbound data closure state */
synchronized public boolean isInboundDone() { return inboundDone; } // // Misc stuff //
Returns the current SSLSession for this SSLEngine

These can be long lived, and frequently correspond to an entire login session for some user.

/** * Returns the current <code>SSLSession</code> for this * <code>SSLEngine</code> * <P> * These can be long lived, and frequently correspond to an * entire login session for some user. */
synchronized public SSLSession getSession() { return sess; } @Override synchronized public SSLSession getHandshakeSession() { return handshakeSession; } synchronized void setHandshakeSession(SSLSessionImpl session) { handshakeSession = session; }
Returns a delegated Runnable task for this SSLEngine.
/** * Returns a delegated <code>Runnable</code> task for * this <code>SSLEngine</code>. */
synchronized public Runnable getDelegatedTask() { if (handshaker != null) { return handshaker.getTask(); } return null; } // // EXCEPTION AND ALERT HANDLING // /* * Send a warning alert. */ void warning(byte description) { sendAlert(Alerts.alert_warning, description); } synchronized void fatal(byte description, String diagnostic) throws SSLException { fatal(description, diagnostic, null); } synchronized void fatal(byte description, Throwable cause) throws SSLException { fatal(description, null, cause); } /* * We've got a fatal error here, so start the shutdown process. * * Because of the way the code was written, we have some code * calling fatal directly when the "description" is known * and some throwing Exceptions which are then caught by higher * levels which then call here. This code needs to determine * if one of the lower levels has already started the process. * * We won't worry about Error's, if we have one of those, * we're in worse trouble. Note: the networking code doesn't * deal with Errors either. */ synchronized void fatal(byte description, String diagnostic, Throwable cause) throws SSLException { /* * If we have no further information, make a general-purpose * message for folks to see. We generally have one or the other. */ if (diagnostic == null) { diagnostic = "General SSLEngine problem"; } if (cause == null) { cause = Alerts.getSSLException(description, cause, diagnostic); } /* * If we've already shutdown because of an error, * there is nothing we can do except rethrow the exception. * * Most exceptions seen here will be SSLExceptions. * We may find the occasional Exception which hasn't been * converted to a SSLException, so we'll do it here. */ if (closeReason != null) { if ((debug != null) && Debug.isOn("ssl")) { System.out.println(threadName() + ", fatal: engine already closed. Rethrowing " + cause.toString()); } if (cause instanceof RuntimeException) { throw (RuntimeException)cause; } else if (cause instanceof SSLException) { throw (SSLException)cause; } else if (cause instanceof Exception) { throw new SSLException("fatal SSLEngine condition", cause); } } if ((debug != null) && Debug.isOn("ssl")) { System.out.println(threadName() + ", fatal error: " + description + ": " + diagnostic + "\n" + cause.toString()); } /* * Ok, this engine's going down. */ int oldState = connectionState; connectionState = cs_ERROR; inboundDone = true; sess.invalidate(); if (handshakeSession != null) { handshakeSession.invalidate(); } /* * If we haven't even started handshaking yet, no need * to generate the fatal close alert. */ if (oldState != cs_START) { sendAlert(Alerts.alert_fatal, description); } if (cause instanceof SSLException) { // only true if != null closeReason = (SSLException)cause; } else { /* * Including RuntimeExceptions, but we'll throw those * down below. The closeReason isn't used again, * except for null checks. */ closeReason = Alerts.getSSLException(description, cause, diagnostic); } writer.closeOutbound(); connectionState = cs_CLOSED; // See comment in changeReadCiphers() readCipher.dispose(); writeCipher.dispose(); if (cause instanceof RuntimeException) { throw (RuntimeException)cause; } else { throw closeReason; } } /* * Process an incoming alert ... caller must already have synchronized * access to "this". */ private void recvAlert() throws IOException { byte level = (byte)inputRecord.read(); byte description = (byte)inputRecord.read(); if (description == -1) { // check for short message fatal(Alerts.alert_illegal_parameter, "Short alert message"); } if (debug != null && (Debug.isOn("record") || Debug.isOn("handshake"))) { synchronized (System.out) { System.out.print(threadName()); System.out.print(", RECV " + protocolVersion + " ALERT: "); if (level == Alerts.alert_fatal) { System.out.print("fatal, "); } else if (level == Alerts.alert_warning) { System.out.print("warning, "); } else { System.out.print("<level " + (0x0ff & level) + ">, "); } System.out.println(Alerts.alertDescription(description)); } } if (level == Alerts.alert_warning) { if (description == Alerts.alert_close_notify) { if (connectionState == cs_HANDSHAKE) { fatal(Alerts.alert_unexpected_message, "Received close_notify during handshake"); } else { recvCN = true; closeInboundInternal(); // reply to close } } else { // // The other legal warnings relate to certificates, // e.g. no_certificate, bad_certificate, etc; these // are important to the handshaking code, which can // also handle illegal protocol alerts if needed. // if (handshaker != null) { handshaker.handshakeAlert(description); } } } else { // fatal or unknown level String reason = "Received fatal alert: " + Alerts.alertDescription(description); if (closeReason == null) { closeReason = Alerts.getSSLException(description, reason); } fatal(Alerts.alert_unexpected_message, reason); } } /* * Emit alerts. Caller must have synchronized with "this". */ private void sendAlert(byte level, byte description) { // the connectionState cannot be cs_START if (connectionState >= cs_CLOSED) { return; } // For initial handshaking, don't send alert message to peer if // handshaker has not started. if (connectionState == cs_HANDSHAKE && (handshaker == null || !handshaker.started())) { return; } EngineOutputRecord r = new EngineOutputRecord(Record.ct_alert, this); r.setVersion(protocolVersion); boolean useDebug = debug != null && Debug.isOn("ssl"); if (useDebug) { synchronized (System.out) { System.out.print(threadName()); System.out.print(", SEND " + protocolVersion + " ALERT: "); if (level == Alerts.alert_fatal) { System.out.print("fatal, "); } else if (level == Alerts.alert_warning) { System.out.print("warning, "); } else { System.out.print("<level = " + (0x0ff & level) + ">, "); } System.out.println("description = " + Alerts.alertDescription(description)); } } r.write(level); r.write(description); try { writeRecord(r); } catch (IOException e) { if (useDebug) { System.out.println(threadName() + ", Exception sending alert: " + e); } } } // // VARIOUS OTHER METHODS (COMMON TO SSLSocket) //
Controls whether new connections may cause creation of new SSL sessions. As long as handshaking has not started, we can change whether we enable session creations. Otherwise, we will need to wait for the next handshake.
/** * Controls whether new connections may cause creation of new SSL * sessions. * * As long as handshaking has not started, we can change * whether we enable session creations. Otherwise, * we will need to wait for the next handshake. */
synchronized public void setEnableSessionCreation(boolean flag) { enableSessionCreation = flag; if ((handshaker != null) && !handshaker.activated()) { handshaker.setEnableSessionCreation(enableSessionCreation); } }
Returns true if new connections may cause creation of new SSL sessions.
/** * Returns true if new connections may cause creation of new SSL * sessions. */
synchronized public boolean getEnableSessionCreation() { return enableSessionCreation; }
Sets the flag controlling whether a server mode engine *REQUIRES* SSL client authentication. As long as handshaking has not started, we can change whether client authentication is needed. Otherwise, we will need to wait for the next handshake.
/** * Sets the flag controlling whether a server mode engine * *REQUIRES* SSL client authentication. * * As long as handshaking has not started, we can change * whether client authentication is needed. Otherwise, * we will need to wait for the next handshake. */
synchronized public void setNeedClientAuth(boolean flag) { doClientAuth = (flag ? SSLEngineImpl.clauth_required : SSLEngineImpl.clauth_none); if ((handshaker != null) && (handshaker instanceof ServerHandshaker) && !handshaker.activated()) { ((ServerHandshaker) handshaker).setClientAuth(doClientAuth); } } synchronized public boolean getNeedClientAuth() { return (doClientAuth == SSLEngineImpl.clauth_required); }
Sets the flag controlling whether a server mode engine *REQUESTS* SSL client authentication. As long as handshaking has not started, we can change whether client authentication is requested. Otherwise, we will need to wait for the next handshake.
/** * Sets the flag controlling whether a server mode engine * *REQUESTS* SSL client authentication. * * As long as handshaking has not started, we can change * whether client authentication is requested. Otherwise, * we will need to wait for the next handshake. */
synchronized public void setWantClientAuth(boolean flag) { doClientAuth = (flag ? SSLEngineImpl.clauth_requested : SSLEngineImpl.clauth_none); if ((handshaker != null) && (handshaker instanceof ServerHandshaker) && !handshaker.activated()) { ((ServerHandshaker) handshaker).setClientAuth(doClientAuth); } } synchronized public boolean getWantClientAuth() { return (doClientAuth == SSLEngineImpl.clauth_requested); }
Sets the flag controlling whether the engine is in SSL client or server mode. Must be called before any SSL traffic has started.
/** * Sets the flag controlling whether the engine is in SSL * client or server mode. Must be called before any SSL * traffic has started. */
@SuppressWarnings("fallthrough") synchronized public void setUseClientMode(boolean flag) { switch (connectionState) { case cs_START: /* * If we need to change the socket mode and the enabled * protocols and cipher suites haven't specifically been * set by the user, change them to the corresponding * default ones. */ if (roleIsServer != (!flag)) { if (sslContext.isDefaultProtocolList(enabledProtocols)) { enabledProtocols = sslContext.getDefaultProtocolList(!flag); } if (sslContext.isDefaultCipherSuiteList(enabledCipherSuites)) { enabledCipherSuites = sslContext.getDefaultCipherSuiteList(!flag); } } roleIsServer = !flag; serverModeSet = true; break; case cs_HANDSHAKE: /* * If we have a handshaker, but haven't started * SSL traffic, we can throw away our current * handshaker, and start from scratch. Don't * need to call doneConnect() again, we already * have the streams. */ assert(handshaker != null); if (!handshaker.activated()) { /* * If we need to change the engine mode and the enabled * protocols haven't specifically been set by the user, * change them to the corresponding default ones. */ if (roleIsServer != (!flag) && sslContext.isDefaultProtocolList(enabledProtocols)) { enabledProtocols = sslContext.getDefaultProtocolList(!flag); } roleIsServer = !flag; connectionState = cs_START; initHandshaker(); break; } // If handshake has started, that's an error. Fall through... default: if (debug != null && Debug.isOn("ssl")) { System.out.println(threadName() + ", setUseClientMode() invoked in state = " + connectionState); } /* * We can let them continue if they catch this correctly, * we don't need to shut this down. */ throw new IllegalArgumentException( "Cannot change mode after SSL traffic has started"); } } synchronized public boolean getUseClientMode() { return !roleIsServer; }
Returns the names of the cipher suites which could be enabled for use on an SSL connection. Normally, only a subset of these will actually be enabled by default, since this list may include cipher suites which do not support the mutual authentication of servers and clients, or which do not protect data confidentiality. Servers may also need certain kinds of certificates to use certain cipher suites.
Returns:an array of cipher suite names
/** * Returns the names of the cipher suites which could be enabled for use * on an SSL connection. Normally, only a subset of these will actually * be enabled by default, since this list may include cipher suites which * do not support the mutual authentication of servers and clients, or * which do not protect data confidentiality. Servers may also need * certain kinds of certificates to use certain cipher suites. * * @return an array of cipher suite names */
public String[] getSupportedCipherSuites() { return sslContext.getSupportedCipherSuiteList().toStringArray(); }
Controls which particular cipher suites are enabled for use on this connection. The cipher suites must have been listed by getCipherSuites() as being supported. Even if a suite has been enabled, it might never be used if no peer supports it or the requisite certificates (and private keys) are not available.
Params:
  • suites – Names of all the cipher suites to enable.
/** * Controls which particular cipher suites are enabled for use on * this connection. The cipher suites must have been listed by * getCipherSuites() as being supported. Even if a suite has been * enabled, it might never be used if no peer supports it or the * requisite certificates (and private keys) are not available. * * @param suites Names of all the cipher suites to enable. */
synchronized public void setEnabledCipherSuites(String[] suites) { enabledCipherSuites = new CipherSuiteList(suites); if ((handshaker != null) && !handshaker.activated()) { handshaker.setEnabledCipherSuites(enabledCipherSuites); } }
Returns the names of the SSL cipher suites which are currently enabled for use on this connection. When an SSL engine is first created, all enabled cipher suites (a) protect data confidentiality, by traffic encryption, and (b) can mutually authenticate both clients and servers. Thus, in some environments, this value might be empty.
Returns:an array of cipher suite names
/** * Returns the names of the SSL cipher suites which are currently enabled * for use on this connection. When an SSL engine is first created, * all enabled cipher suites <em>(a)</em> protect data confidentiality, * by traffic encryption, and <em>(b)</em> can mutually authenticate * both clients and servers. Thus, in some environments, this value * might be empty. * * @return an array of cipher suite names */
synchronized public String[] getEnabledCipherSuites() { return enabledCipherSuites.toStringArray(); }
Returns the protocols that are supported by this implementation. A subset of the supported protocols may be enabled for this connection
Returns:an array of protocol names.
/** * Returns the protocols that are supported by this implementation. * A subset of the supported protocols may be enabled for this connection * @return an array of protocol names. */
public String[] getSupportedProtocols() { return sslContext.getSuportedProtocolList().toStringArray(); }
Controls which protocols are enabled for use on this connection. The protocols must have been listed by getSupportedProtocols() as being supported.
Params:
  • protocols – protocols to enable.
Throws:
/** * Controls which protocols are enabled for use on * this connection. The protocols must have been listed by * getSupportedProtocols() as being supported. * * @param protocols protocols to enable. * @exception IllegalArgumentException when one of the protocols * named by the parameter is not supported. */
synchronized public void setEnabledProtocols(String[] protocols) { enabledProtocols = new ProtocolList(protocols); if ((handshaker != null) && !handshaker.activated()) { handshaker.setEnabledProtocols(enabledProtocols); } } synchronized public String[] getEnabledProtocols() { return enabledProtocols.toStringArray(); }
Returns the SSLParameters in effect for this SSLEngine.
/** * Returns the SSLParameters in effect for this SSLEngine. */
synchronized public SSLParameters getSSLParameters() { SSLParameters params = super.getSSLParameters(); // the super implementation does not handle the following parameters params.setEndpointIdentificationAlgorithm(identificationProtocol); params.setAlgorithmConstraints(algorithmConstraints); return params; }
Applies SSLParameters to this engine.
/** * Applies SSLParameters to this engine. */
synchronized public void setSSLParameters(SSLParameters params) { super.setSSLParameters(params); // the super implementation does not handle the following parameters identificationProtocol = params.getEndpointIdentificationAlgorithm(); algorithmConstraints = params.getAlgorithmConstraints(); if ((handshaker != null) && !handshaker.started()) { handshaker.setIdentificationProtocol(identificationProtocol); handshaker.setAlgorithmConstraints(algorithmConstraints); } }
Return the name of the current thread. Utility method.
/** * Return the name of the current thread. Utility method. */
private static String threadName() { return Thread.currentThread().getName(); }
Returns a printable representation of this end of the connection.
/** * Returns a printable representation of this end of the connection. */
public String toString() { StringBuilder retval = new StringBuilder(80); retval.append(Integer.toHexString(hashCode())); retval.append("["); retval.append("SSLEngine[hostname="); String host = getPeerHost(); retval.append((host == null) ? "null" : host); retval.append(" port="); retval.append(Integer.toString(getPeerPort())); retval.append("] "); retval.append(getSession().getCipherSuite()); retval.append("]"); return retval.toString(); } }