wmud/src/networking.c

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C
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#include <glib.h>
#include <gio/gio.h>
#include <string.h>
#include <stdarg.h>
#include "main.h"
#include "networking.h"
#include "interpreter.h"
#include "players.h"
#define MAX_RECV_LEN 1024
struct AcceptData {
GMainContext *context;
GSocketListener *listener;
};
GSList *clients;
void
client_close(wmudClient *client, gboolean send_goodbye)
{
GError *err = NULL;
if (send_goodbye)
{
/* TODO: Send some goodbye text */
}
g_print("Connection closed.\n");
/* TODO: Error checking */
g_socket_close(client->socket, &err);
clients = g_slist_remove(clients, client);
if (client->buffer)
g_string_free(client->buffer, TRUE);
g_free(client);
}
gboolean
client_callback(GSocket *client, GIOCondition condition, wmudClient *client_data)
{
GError *err = NULL;
if (condition & G_IO_HUP)
{
client_close(client_data, FALSE);
return FALSE;
}
else if ((condition & G_IO_IN) || (condition & G_IO_PRI))
{
gssize len;
gchar *buf2;
gchar *buf = g_malloc0(sizeof(gchar) * (MAX_RECV_LEN + 1));
/* TODO: Error checking */
if ((len = g_socket_receive(client, buf, MAX_RECV_LEN, NULL, &err)) == 0)
{
g_free(buf);
client_close(client_data, FALSE);
return FALSE;
}
buf2 = buf;
while (TRUE)
{
char *r = strchr((char *)buf2, '\r'),
*n = strchr((char *)buf2, '\n');
if (r || n)
{
if ((r < n) && r)
{
if (client_data->buffer->len > 0)
g_string_append_len(client_data->buffer, buf2, (r - buf2));
else
g_string_overwrite_len(client_data->buffer, 0, buf2, (r - buf2));
buf2 = r;
}
else if (n)
{
if (client_data->buffer->len > 0)
g_string_append_len(client_data->buffer, buf2, (n - buf2));
else
g_string_overwrite_len(client_data->buffer, 0, buf2, (n - buf2));
buf2 = n;
}
switch (client_data->state)
{
case WMUD_CLIENT_STATE_FRESH:
wmud_client_start_login(client_data);
break;
case WMUD_CLIENT_STATE_PASSWAIT:
wmud_player_auth(client_data);
break;
case WMUD_CLIENT_STATE_MENU:
//wmud_client_interpret_menu_command(client_data);
break;
case WMUD_CLIENT_STATE_INGAME:
wmud_interpret_game_command(client_data);
break;
case WMUD_CLIENT_STATE_QUITWAIT:
//wmud_interpret_quit_answer(client_data);
break;
}
g_string_erase(client_data->buffer, 0, -1);
for (; ((*buf2 == '\r') || (*buf2 == '\n')) && *buf2; buf2++);
if (!*buf2)
break;
}
else
{
if (client_data->buffer->len > 0)
g_string_append(client_data->buffer, buf2);
else
g_string_overwrite(client_data->buffer, 0, buf2);
break;
}
}
g_free(buf);
}
return TRUE;
}
/* game_source_callback()
*
* This function is called whenever a new connection is available on the game socket
*/
gboolean
game_source_callback(GSocket *socket, GIOCondition condition, struct AcceptData *accept_data)
{
GSocket *client_socket;
GSource *client_source;
GError *err = NULL;
wmudClient *client_data;
/* TODO: Error checking */
client_socket = g_socket_listener_accept_socket(accept_data->listener, NULL, NULL, &err);
client_data = g_new0(wmudClient, 1);
client_data->socket = client_socket;
client_data->buffer = g_string_new("");
client_data->state = WMUD_CLIENT_STATE_FRESH;
clients = g_slist_prepend(clients, client_data);
client_source = g_socket_create_source(client_socket, G_IO_IN | G_IO_OUT | G_IO_PRI | G_IO_ERR | G_IO_HUP | G_IO_NVAL, NULL);
g_source_set_callback(client_source, (GSourceFunc)client_callback, client_data, NULL);
g_source_attach(client_source, accept_data->context);
g_print("New connection.\n");
return TRUE;
}
gboolean
wmud_networking_init(guint port_number)
{
struct AcceptData *accept_data;
GSocketListener *game_listener;
gboolean need_ipv4_socket = TRUE;
GSocket *game_socket6,
*game_socket4;
GError *err = NULL;
GSource *game_net_source4 = NULL,
*game_net_source6 = NULL;
clients = NULL;
game_listener = g_socket_listener_new();
/* The following snippet is borrowed from GLib 2.30's gsocketlistener.c
* code, to create the necessary sockets to listen on both IPv4 and
* IPv6 address */
if ((game_socket6 = g_socket_new(G_SOCKET_FAMILY_IPV6, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, &err)) != NULL)
{
GInetAddress *inet_address;
GSocketAddress *address;
gboolean result;
inet_address = g_inet_address_new_any(G_SOCKET_FAMILY_IPV6);
address = g_inet_socket_address_new(inet_address, port_number);
g_object_unref(inet_address);
g_socket_set_listen_backlog(game_socket6, 10);
result = g_socket_bind(game_socket6, address, TRUE, &err)
&& g_socket_listen(game_socket6, &err);
g_object_unref(address);
if (!result)
{
g_object_unref(game_socket6);
g_print("Unable to create listener IPv6 socket!\n");
return FALSE;
}
if (g_socket_speaks_ipv4(game_socket6))
need_ipv4_socket = FALSE;
game_net_source6 = g_socket_create_source(game_socket6, G_IO_IN, NULL);
/* TODO: error checking */
g_socket_listener_add_socket(game_listener, game_socket6, NULL, &err);
}
/* TODO: else { error checking } */
if (need_ipv4_socket)
{
if ((game_socket4 = g_socket_new(G_SOCKET_FAMILY_IPV4, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, &err)) != NULL)
{
GInetAddress *inet_address;
GSocketAddress *address;
gboolean result;
inet_address = g_inet_address_new_any(G_SOCKET_FAMILY_IPV4);
address = g_inet_socket_address_new(inet_address, port_number);
g_object_unref(inet_address);
g_socket_set_listen_backlog(game_socket4, 10);
result = g_socket_bind(game_socket4, address, TRUE, &err)
&& g_socket_listen(game_socket4, &err);
g_object_unref(address);
if (!result)
{
g_object_unref(game_socket4);
if (!game_socket6)
g_object_unref(game_socket6);
g_print("Unable to create listener IPv4 socket!\n");
return FALSE;
}
game_net_source4 = g_socket_create_source(game_socket4, G_IO_IN, NULL);
/* TODO: error checking */
g_socket_listener_add_socket(game_listener, game_socket4, NULL, &err);
}
/* TODO: else { error checking } */
}
else
{
if (game_socket6 != NULL)
g_clear_error(&err);
else
return FALSE;
}
accept_data = g_new(struct AcceptData, 1);
accept_data->listener = game_listener;
accept_data->context = game_context;
if (game_net_source6)
{
g_source_set_callback(game_net_source6, (GSourceFunc)game_source_callback, (gpointer)accept_data, NULL);
g_source_attach(game_net_source6, game_context);
}
if (game_net_source4)
{
g_source_set_callback(game_net_source4, (GSourceFunc)game_source_callback, (gpointer)accept_data, NULL);
g_source_attach(game_net_source4, game_context);
}
return TRUE;
}
void
wmud_client_send(wmudClient *client, const gchar *fmt, ...)
{
va_list ap;
GString *buf = g_string_new("");
va_start(ap, fmt);
g_string_vprintf(buf, fmt, ap);
va_end(ap);
/* TODO: error checking */
g_socket_send(client->socket, buf->str, buf->len, NULL, NULL);
g_string_free(buf, TRUE);
}