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Reformat Zeek in Spicy style
This largely copies over Spicy's `.clang-format` configuration file. The one place where we deviate is header include order since Zeek depends on headers being included in a certain order.
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786 changed files with 131714 additions and 153609 deletions
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@ -11,13 +11,11 @@
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#include "zeek/NetVar.h"
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#include "zeek/session/Session.h"
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namespace zeek
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{
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namespace zeek {
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namespace detail
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{
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namespace detail {
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class PacketFilter;
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}
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}
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class EncapsulationStack;
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class Packet;
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@ -25,88 +23,84 @@ class Connection;
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struct ConnTuple;
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class StatBlocks;
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namespace session
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{
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namespace session {
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namespace detail
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{
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namespace detail {
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class ProtocolStats;
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}
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}
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struct Stats
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{
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size_t num_TCP_conns;
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size_t max_TCP_conns;
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uint64_t cumulative_TCP_conns;
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struct Stats {
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size_t num_TCP_conns;
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size_t max_TCP_conns;
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uint64_t cumulative_TCP_conns;
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size_t num_UDP_conns;
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size_t max_UDP_conns;
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uint64_t cumulative_UDP_conns;
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size_t num_UDP_conns;
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size_t max_UDP_conns;
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uint64_t cumulative_UDP_conns;
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size_t num_ICMP_conns;
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size_t max_ICMP_conns;
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uint64_t cumulative_ICMP_conns;
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size_t num_ICMP_conns;
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size_t max_ICMP_conns;
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uint64_t cumulative_ICMP_conns;
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size_t num_fragments;
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size_t max_fragments;
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uint64_t num_packets;
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};
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size_t num_fragments;
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size_t max_fragments;
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uint64_t num_packets;
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};
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class Manager final
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{
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class Manager final {
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public:
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Manager();
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~Manager();
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Manager();
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~Manager();
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void Done(); // call to drain events before destructing
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void Done(); // call to drain events before destructing
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// Looks up the connection referred to by the given Val,
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// which should be a conn_id record. Returns nil if there's
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// no such connection or the Val is ill-formed.
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Connection* FindConnection(Val* v);
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// Looks up the connection referred to by the given Val,
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// which should be a conn_id record. Returns nil if there's
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// no such connection or the Val is ill-formed.
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Connection* FindConnection(Val* v);
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/**
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* Looks up the connection referred to by a given key.
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*
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* @param conn_key The key for the connection to search for.
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* @return The connection, or nullptr if one doesn't exist.
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*/
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Connection* FindConnection(const zeek::detail::ConnKey& conn_key);
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/**
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* Looks up the connection referred to by a given key.
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*
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* @param conn_key The key for the connection to search for.
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* @return The connection, or nullptr if one doesn't exist.
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*/
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Connection* FindConnection(const zeek::detail::ConnKey& conn_key);
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void Remove(Session* s);
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void Insert(Session* c, bool remove_existing = true);
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void Remove(Session* s);
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void Insert(Session* c, bool remove_existing = true);
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// Generating connection_pending events for all connections
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// that are still active.
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void Drain();
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// Generating connection_pending events for all connections
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// that are still active.
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void Drain();
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// Clears the session maps.
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void Clear();
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// Clears the session maps.
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void Clear();
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void GetStats(Stats& s);
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void GetStats(Stats& s);
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void Weird(const char* name, const Packet* pkt, const char* addl = "", const char* source = "");
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void Weird(const char* name, const IP_Hdr* ip, const char* addl = "");
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void Weird(const char* name, const Packet* pkt, const char* addl = "", const char* source = "");
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void Weird(const char* name, const IP_Hdr* ip, const char* addl = "");
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unsigned int CurrentSessions() { return session_map.size(); }
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unsigned int CurrentSessions() { return session_map.size(); }
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private:
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using SessionMap = std::unordered_map<detail::Key, Session*, detail::KeyHash>;
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using SessionMap = std::unordered_map<detail::Key, Session*, detail::KeyHash>;
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// Inserts a new connection into the sessions map. If a connection with
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// the same key already exists in the map, it will be overwritten by
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// the new one. Connection count stats get updated either way (so most
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// cases should likely check that the key is not already in the map to
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// avoid unnecessary incrementing of connecting counts).
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void InsertSession(detail::Key key, Session* session);
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// Inserts a new connection into the sessions map. If a connection with
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// the same key already exists in the map, it will be overwritten by
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// the new one. Connection count stats get updated either way (so most
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// cases should likely check that the key is not already in the map to
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// avoid unnecessary incrementing of connecting counts).
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void InsertSession(detail::Key key, Session* session);
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SessionMap session_map;
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detail::ProtocolStats* stats;
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};
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SessionMap session_map;
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detail::ProtocolStats* stats;
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};
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} // namespace session
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} // namespace session
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// Manager for the currently active sessions.
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extern session::Manager* session_mgr;
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} // namespace zeek
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} // namespace zeek
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