If overlay encryption is required between peers, the fast datapath
forwarder returns an error rather than aborting the process, allowing
the overlay switch to fall back gracefully to an encrypted sleeve
overlay connection.
Add a 'Trusted' feature to the protocol exchange which indicates whether
the remote considers us to be reachable via a secure network; overlay
encryption will be disabled in the event that both peers agree. For
backwards compatibility purposes a default value of untrusted is assumed
if the feature is missing.
We need Connection.Shutdown to be non-blocked, and the way we achieved
this is by spawning a goroutine. However, there can be a potentially
unbounded number of Connection.Shutdown invocations. For example, if
the TCP connection has gone bad then any Connection.SendProtocolMsg
invocation will end up invoking Connection.Shutdown. There can be many
such invocations until the Connection has been removed from the
various data structures (e.g. LocalPeer.connections and
GossipSender.senders). Hence we can end up with with an unbounded
number of spawned goroutines.
To fix this, we introduce a one-element error channel on the
connection. Connection.Shutdown does a non-blocking send on that, and
the Connection.actorLoop reads from it and terminates.
This will throw away all but the first error encountered, but that is
fine and not much different from what was happening before (where we'd
throw away all but one of the errors encountered).
The deadlock described for SendProtocolMsg (if it was going via the
actor) cannot occur since all sending of broadcasts and gossip by
LocalPeer is mediated by GossipSenders, the interaction with which is
non-blocking.
This is mostly a matter of moving some files, changing package names,
changing some imports, and changing some type references.
We duplicate the odd constant & global var, and the intmac/macint
functions, since neither 'router' or 'mesh' nor, really,' common' are
a natural home for them.