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* spelling: accepts * spelling: account * spelling: accept * spelling: accumulate * spelling: adapter * spelling: address * spelling: additional * spelling: aggressive * spelling: adhered * spelling: allowed * spelling: ambiguous * spelling: amount * spelling: anonymous * spelling: acquisition * spelling: assemble * spelling: associated * spelling: assigns * spelling: attach * spelling: attempt * spelling: attribute * spelling: authenticate * spelling: authentication * spelling: available * spelling: bridging * spelling: cascade * spelling: cancel * spelling: check * spelling: challenge * spelling: changing * spelling: characters * spelling: cloud * spelling: compare * spelling: communication * spelling: compatible * spelling: compatibility * spelling: completion * spelling: complete * spelling: computers * spelling: configure * spelling: configuration * spelling: conformant * spelling: connection * spelling: contains * spelling: continuously * spelling: continue * spelling: convert * spelling: counters * spelling: create * spelling: created * spelling: cumulate * spelling: currently * spelling: debugging * spelling: decryption * spelling: description * spelling: default * spelling: driver * spelling: delete * spelling: destination * spelling: disabled * spelling: different * spelling: dynamically * spelling: directory * spelling: disappeared * spelling: disable * spelling: doesn't * spelling: download * spelling: dropped * spelling: enable * spelling: established * spelling: ether * spelling: except * spelling: expired * spelling: field * spelling: following * spelling: forever * spelling: firewall * spelling: first * spelling: fragment * spelling: function * spelling: gateway * spelling: identifier * spelling: identify * spelling: incoming * spelling: information * spelling: initialize * spelling: injection * spelling: inner * spelling: instead * spelling: installation * spelling: inserted * spelling: integer * spelling: interrupt * spelling: intuitive * spelling: interval * spelling: january * spelling: keybytes * spelling: know * spelling: language * spelling: length * spelling: library * spelling: listener * spelling: maintain * spelling: modified * spelling: necessary * spelling: number * spelling: obsoleted * spelling: occurred * spelling: occurring * spelling: occur * spelling: original * spelling: omittable * spelling: omit * spelling: opening * spelling: operation * spelling: packet * spelling: parameters * spelling: pointed * spelling: popupmenuopen * spelling: privilege * spelling: product * spelling: protection * spelling: promiscuous * spelling: prompt * spelling: query * spelling: random * spelling: reconnection * spelling: revocation * spelling: received * spelling: red hat * spelling: registry * spelling: release * spelling: retrieve
375 lines
16 KiB
C
375 lines
16 KiB
C
// SoftEther VPN Source Code - Developer Edition Master Branch
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// Cedar Communication Module
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//
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// SoftEther VPN Server, Client and Bridge are free software under GPLv2.
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//
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// Copyright (c) Daiyuu Nobori.
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// Copyright (c) SoftEther VPN Project, University of Tsukuba, Japan.
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// Copyright (c) SoftEther Corporation.
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//
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// All Rights Reserved.
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//
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// http://www.softether.org/
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//
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// Author: Daiyuu Nobori, Ph.D.
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// Comments: Tetsuo Sugiyama, Ph.D.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// version 2 as published by the Free Software Foundation.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License version 2
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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// THE LICENSE AGREEMENT IS ATTACHED ON THE SOURCE-CODE PACKAGE
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// AS "LICENSE.TXT" FILE. READ THE TEXT FILE IN ADVANCE TO USE THE SOFTWARE.
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//
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//
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// THIS SOFTWARE IS DEVELOPED IN JAPAN, AND DISTRIBUTED FROM JAPAN,
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// UNDER JAPANESE LAWS. YOU MUST AGREE IN ADVANCE TO USE, COPY, MODIFY,
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// MERGE, PUBLISH, DISTRIBUTE, SUBLICENSE, AND/OR SELL COPIES OF THIS
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// SOFTWARE, THAT ANY JURIDICAL DISPUTES WHICH ARE CONCERNED TO THIS
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// SOFTWARE OR ITS CONTENTS, AGAINST US (SOFTETHER PROJECT, SOFTETHER
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// CORPORATION, DAIYUU NOBORI OR OTHER SUPPLIERS), OR ANY JURIDICAL
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// DISPUTES AGAINST US WHICH ARE CAUSED BY ANY KIND OF USING, COPYING,
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// MODIFYING, MERGING, PUBLISHING, DISTRIBUTING, SUBLICENSING, AND/OR
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// SELLING COPIES OF THIS SOFTWARE SHALL BE REGARDED AS BE CONSTRUED AND
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// CONTROLLED BY JAPANESE LAWS, AND YOU MUST FURTHER CONSENT TO
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// EXCLUSIVE JURISDICTION AND VENUE IN THE COURTS SITTING IN TOKYO,
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// JAPAN. YOU MUST WAIVE ALL DEFENSES OF LACK OF PERSONAL JURISDICTION
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// AND FORUM NON CONVENIENS. PROCESS MAY BE SERVED ON EITHER PARTY IN
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// THE MANNER AUTHORIZED BY APPLICABLE LAW OR COURT RULE.
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//
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// USE ONLY IN JAPAN. DO NOT USE THIS SOFTWARE IN ANOTHER COUNTRY UNLESS
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// YOU HAVE A CONFIRMATION THAT THIS SOFTWARE DOES NOT VIOLATE ANY
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// CRIMINAL LAWS OR CIVIL RIGHTS IN THAT PARTICULAR COUNTRY. USING THIS
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// SOFTWARE IN OTHER COUNTRIES IS COMPLETELY AT YOUR OWN RISK. THE
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// SOFTETHER VPN PROJECT HAS DEVELOPED AND DISTRIBUTED THIS SOFTWARE TO
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// COMPLY ONLY WITH THE JAPANESE LAWS AND EXISTING CIVIL RIGHTS INCLUDING
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// PATENTS WHICH ARE SUBJECTS APPLY IN JAPAN. OTHER COUNTRIES' LAWS OR
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// CIVIL RIGHTS ARE NONE OF OUR CONCERNS NOR RESPONSIBILITIES. WE HAVE
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// NEVER INVESTIGATED ANY CRIMINAL REGULATIONS, CIVIL LAWS OR
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// INTELLECTUAL PROPERTY RIGHTS INCLUDING PATENTS IN ANY OF OTHER 200+
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// COUNTRIES AND TERRITORIES. BY NATURE, THERE ARE 200+ REGIONS IN THE
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// WORLD, WITH DIFFERENT LAWS. IT IS IMPOSSIBLE TO VERIFY EVERY
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// COUNTRIES' LAWS, REGULATIONS AND CIVIL RIGHTS TO MAKE THE SOFTWARE
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// COMPLY WITH ALL COUNTRIES' LAWS BY THE PROJECT. EVEN IF YOU WILL BE
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// SUED BY A PRIVATE ENTITY OR BE DAMAGED BY A PUBLIC SERVANT IN YOUR
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// COUNTRY, THE DEVELOPERS OF THIS SOFTWARE WILL NEVER BE LIABLE TO
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// RECOVER OR COMPENSATE SUCH DAMAGES, CRIMINAL OR CIVIL
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// RESPONSIBILITIES. NOTE THAT THIS LINE IS NOT LICENSE RESTRICTION BUT
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// JUST A STATEMENT FOR WARNING AND DISCLAIMER.
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//
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//
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// SOURCE CODE CONTRIBUTION
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// ------------------------
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//
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// Your contribution to SoftEther VPN Project is much appreciated.
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// Please send patches to us through GitHub.
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// Read the SoftEther VPN Patch Acceptance Policy in advance:
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// http://www.softether.org/5-download/src/9.patch
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//
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//
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// DEAR SECURITY EXPERTS
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// ---------------------
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//
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// If you find a bug or a security vulnerability please kindly inform us
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// about the problem immediately so that we can fix the security problem
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// to protect a lot of users around the world as soon as possible.
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//
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// Our e-mail address for security reports is:
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// softether-vpn-security [at] softether.org
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//
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// Please note that the above e-mail address is not a technical support
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// inquiry address. If you need technical assistance, please visit
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// http://www.softether.org/ and ask your question on the users forum.
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//
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// Thank you for your cooperation.
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//
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//
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// NO MEMORY OR RESOURCE LEAKS
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// ---------------------------
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//
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// The memory-leaks and resource-leaks verification under the stress
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// test has been passed before release this source code.
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// Connection.h
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// Header of Connection.c
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#ifndef CONNECTION_H
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#define CONNECTION_H
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// Magic number indicating that the packet is compressed
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#define CONNECTION_BULK_COMPRESS_SIGNATURE 0xDEADBEEFCAFEFACEULL
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#define KEEP_ALIVE_STRING "Internet Connection Keep Alive Packet"
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#define UPDATE_LAST_COMM_TIME(v, n) {if ((v) <= (n)) { v = (n); } }
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// KEEP CONNECT structure
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struct KEEP
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{
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LOCK *lock; // Lock
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bool Server; // Server mode
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volatile bool Halt; // Stop flag
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bool Enable; // Enable flag
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char ServerName[MAX_HOST_NAME_LEN + 1]; // Server name
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UINT ServerPort; // Server port number
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bool UdpMode; // UDP mode
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UINT Interval; // Packet transmission interval
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THREAD *Thread; // Connection thread
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EVENT *HaltEvent; // Stop event
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CANCEL *Cancel; // Cancel
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};
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// SECURE_SIGN Structure
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struct SECURE_SIGN
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{
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char SecurePublicCertName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device certificate name
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char SecurePrivateKeyName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device secret key name
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X *ClientCert; // Client certificate
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UCHAR Random[SHA1_SIZE]; // Random value for signature
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UCHAR Signature[4096 / 8]; // Signed data
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UINT UseSecureDeviceId;
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UINT BitmapId; // Bitmap ID
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};
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// Function type declaration
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typedef bool (CHECK_CERT_PROC)(SESSION *s, CONNECTION *c, X *server_x, bool *expired);
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typedef bool (SECURE_SIGN_PROC)(SESSION *s, CONNECTION *c, SECURE_SIGN *sign);
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// RC4 key pair
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struct RC4_KEY_PAIR
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{
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UCHAR ServerToClientKey[16];
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UCHAR ClientToServerKey[16];
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};
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// Client Options
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struct CLIENT_OPTION
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{
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wchar_t AccountName[MAX_ACCOUNT_NAME_LEN + 1]; // Connection setting name
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char Hostname[MAX_HOST_NAME_LEN + 1]; // Host name
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UINT Port; // Port number
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UINT PortUDP; // UDP port number (0: Use only TCP)
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UINT ProxyType; // Type of proxy
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char ProxyName[MAX_HOST_NAME_LEN + 1]; // Proxy server name
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UINT ProxyPort; // Port number of the proxy server
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char ProxyUsername[MAX_PROXY_USERNAME_LEN + 1]; // Maximum user name length
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char ProxyPassword[MAX_PROXY_PASSWORD_LEN + 1]; // Maximum password length
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UINT NumRetry; // Automatic retries
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UINT RetryInterval; // Retry interval
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char HubName[MAX_HUBNAME_LEN + 1]; // HUB name
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UINT MaxConnection; // Maximum number of concurrent TCP connections
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bool UseEncrypt; // Use encrypted communication
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bool UseCompress; // Use data compression
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bool HalfConnection; // Use half connection in TCP
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bool NoRoutingTracking; // Disable the routing tracking
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char DeviceName[MAX_DEVICE_NAME_LEN + 1]; // VLAN device name
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UINT AdditionalConnectionInterval; // Connection attempt interval when additional connection establish
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UINT ConnectionDisconnectSpan; // Disconnection interval
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bool HideStatusWindow; // Hide the status window
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bool HideNicInfoWindow; // Hide the NIC status window
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bool RequireMonitorMode; // Monitor port mode
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bool RequireBridgeRoutingMode; // Bridge or routing mode
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bool DisableQoS; // Disable the VoIP / QoS function
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bool FromAdminPack; // For Administration Pack
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bool NoTls1; // Do not use TLS 1.0
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bool NoUdpAcceleration; // Do not use UDP acceleration mode
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UCHAR HostUniqueKey[SHA1_SIZE]; // Host unique key
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};
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// Client authentication data
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struct CLIENT_AUTH
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{
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UINT AuthType; // Authentication type
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char Username[MAX_USERNAME_LEN + 1]; // User name
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UCHAR HashedPassword[SHA1_SIZE]; // Hashed passwords
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char PlainPassword[MAX_PASSWORD_LEN + 1]; // Password
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X *ClientX; // Client certificate
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K *ClientK; // Client private key
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char SecurePublicCertName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device certificate name
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char SecurePrivateKeyName[MAX_SECURE_DEVICE_FILE_LEN + 1]; // Secure device secret key name
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CHECK_CERT_PROC *CheckCertProc; // Server certificate confirmation procedure
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SECURE_SIGN_PROC *SecureSignProc; // Security signing procedure
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};
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// TCP socket data structure
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struct TCPSOCK
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{
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SOCK *Sock; // Socket
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FIFO *RecvFifo; // Reception buffer
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FIFO *SendFifo; // Transmission buffer
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UINT Mode; // Read mode
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UINT WantSize; // Requested data size
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UINT NextBlockNum; // Total number of blocks that can be read next
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UINT NextBlockSize; // Block size that is planned to read next
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UINT CurrentPacketNum; // Current packet number
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UINT64 LastCommTime; // Last communicated time
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UINT64 LastRecvTime; // Time the last data received
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UINT LateCount; // The number of delay occurences
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UINT Direction; // Direction
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UINT64 NextKeepAliveTime; // Next time to send a KeepAlive packet
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RC4_KEY_PAIR Rc4KeyPair; // RC4 key pair
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CRYPT *SendKey; // Transmission key
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CRYPT *RecvKey; // Reception key
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UINT64 DisconnectTick; // Time to disconnect this connection
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UINT64 EstablishedTick; // Establishment time
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};
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// TCP communication data structure
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struct TCP
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{
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LIST *TcpSockList; // TCP socket list
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};
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// UDP communication data structure
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struct UDP
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{
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SOCK *s; // UDP socket (for transmission)
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IP ip; // Destination IP address
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UINT port; // Destination port number
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UINT64 NextKeepAliveTime; // Next time to send a KeepAlive packet
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UINT64 Seq; // Packet sequence number
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UINT64 RecvSeq;
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QUEUE *BufferQueue; // Queue of buffer to be sent
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};
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// Data block
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struct BLOCK
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{
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BOOL Compressed; // Compression flag
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UINT Size; // Block size
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UINT SizeofData; // Data size
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UCHAR *Buf; // Buffer
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bool PriorityQoS; // Priority packet for VoIP / QoS function
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UINT Ttl; // TTL value (Used only in ICMP NAT of Virtual.c)
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UINT Param1; // Parameter 1
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bool IsFlooding; // Is flooding packet
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};
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// Connection structure
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struct CONNECTION
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{
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LOCK *lock; // Lock
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REF *ref; // Reference counter
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CEDAR *Cedar; // Cedar
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struct SESSION *Session; // Session
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UINT Protocol; // Protocol
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SOCK *FirstSock; // Socket for negotiation
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SOCK *TubeSock; // Socket for in-process communication
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TCP *Tcp; // TCP communication data structure
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UDP *Udp; // UDP communication data structure
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bool ServerMode; // Server mode
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UINT Status; // Status
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char *Name; // Connection name
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THREAD *Thread; // Thread
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volatile bool Halt; // Stop flag
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UCHAR Random[SHA1_SIZE]; // Random number for Authentication
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UINT ServerVer; // Server version
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UINT ServerBuild; // Server build number
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UINT ClientVer; // Client version
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UINT ClientBuild; // Client build number
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char ServerStr[MAX_SERVER_STR_LEN + 1]; // Server string
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char ClientStr[MAX_CLIENT_STR_LEN + 1]; // Client string
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UINT Err; // Error value
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bool ClientConnectError_NoSavePassword; // Don't save the password for the specified user name
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QUEUE *ReceivedBlocks; // Block queue that is received
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QUEUE *SendBlocks; // Block queue planned to be sent
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QUEUE *SendBlocks2; // Send queue (high priority)
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COUNTER *CurrentNumConnection; // Counter of the number of current connections
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LIST *ConnectingThreads; // List of connected threads
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LIST *ConnectingSocks; // List of the connected sockets
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bool flag1; // Flag 1
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UCHAR *RecvBuf; // Receive buffer
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char ServerName[MAX_HOST_NAME_LEN + 1]; // Server name
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UINT ServerPort; // Port number
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bool RestoreServerNameAndPort; // Flag to restore the server name and port number to original
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bool UseTicket; // Ticket using flag
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UCHAR Ticket[SHA1_SIZE]; // Ticket
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UINT CurrentSendQueueSize; // Total size of the transmission queue
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X *ServerX; // Server certificate
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X *ClientX; // Client certificate
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char *CipherName; // Encryption algorithm name
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UINT64 ConnectedTick; // Time it is connected
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IP ClientIp; // Client IP address
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char ClientHostname[MAX_HOST_NAME_LEN + 1]; // Client host name
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UINT Type; // Type
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bool DontUseTls1; // Do not use TLS 1.0
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void *hWndForUI; // Parent window
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bool IsInProc; // In-process
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char InProcPrefix[64]; // Prefix
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UINT AdditionalConnectionFailedCounter; // Additional connection failure counter
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UINT64 LastCounterResetTick; // Time the counter was reset finally
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bool WasSstp; // Processed the SSTP
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bool WasDatProxy; // DAT proxy processed
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UCHAR CToken_Hash[SHA1_SIZE]; // CTOKEN_HASH
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UINT LastTcpQueueSize; // The last queue size of TCP sockets
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UINT LastPacketQueueSize; // The last queue size of packets
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UINT LastRecvFifoTotalSize; // The last RecvFifo total size
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UINT LastRecvBlocksNum; // The last ReceivedBlocks num
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};
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// Function prototypes
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CONNECTION *NewClientConnection(SESSION *s);
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CONNECTION *NewClientConnectionEx(SESSION *s, char *client_str, UINT client_ver, UINT client_build);
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CONNECTION *NewServerConnection(CEDAR *cedar, SOCK *s, THREAD *t);
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void ReleaseConnection(CONNECTION *c);
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void CleanupConnection(CONNECTION *c);
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int CompareConnection(void *p1, void *p2);
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void StopConnection(CONNECTION *c, bool no_wait);
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void ConnectionAccept(CONNECTION *c);
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void StartTunnelingMode(CONNECTION *c);
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void EndTunnelingMode(CONNECTION *c);
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void DisconnectTcpSockets(CONNECTION *c);
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void ConnectionReceive(CONNECTION *c, CANCEL *c1, CANCEL *c2);
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void ConnectionSend(CONNECTION *c, UINT64 now);
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TCPSOCK *NewTcpSock(SOCK *s);
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void FreeTcpSock(TCPSOCK *ts);
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BLOCK *NewBlock(void *data, UINT size, int compress);
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void FreeBlock(BLOCK *b);
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void StopAllAdditionalConnectThread(CONNECTION *c);
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UINT GenNextKeepAliveSpan(CONNECTION *c);
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void SendKeepAlive(CONNECTION *c, TCPSOCK *ts);
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void DisconnectUDPSockets(CONNECTION *c);
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void PutUDPPacketData(CONNECTION *c, void *data, UINT size);
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void SendDataWithUDP(SOCK *s, CONNECTION *c);
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void InsertReceivedBlockToQueue(CONNECTION *c, BLOCK *block, bool no_lock);
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void InitTcpSockRc4Key(TCPSOCK *ts, bool server_mode);
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UINT TcpSockRecv(SESSION *s, TCPSOCK *ts, void *data, UINT size);
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UINT TcpSockSend(SESSION *s, TCPSOCK *ts, void *data, UINT size);
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void WriteSendFifo(SESSION *s, TCPSOCK *ts, void *data, UINT size);
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void WriteRecvFifo(SESSION *s, TCPSOCK *ts, void *data, UINT size);
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CLIENT_AUTH *CopyClientAuth(CLIENT_AUTH *a);
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BUF *NewKeepPacket(bool server_mode);
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void KeepThread(THREAD *thread, void *param);
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KEEP *StartKeep();
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void StopKeep(KEEP *k);
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void InRpcSecureSign(SECURE_SIGN *t, PACK *p);
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void OutRpcSecureSign(PACK *p, SECURE_SIGN *t);
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void FreeRpcSecureSign(SECURE_SIGN *t);
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void NormalizeEthMtu(BRIDGE *b, CONNECTION *c, UINT packet_size);
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UINT GetMachineRand();
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#endif // CONNECTION_H
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