2012-03-08 16:39:45 +00:00
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#include <glib.h>
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#include <gio/gio.h>
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2012-03-10 17:24:23 +00:00
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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2012-03-08 16:39:45 +00:00
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struct {
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char *file;
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int line;
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} debug_context_loc = {NULL, 0};
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gboolean
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game_source_callback(gpointer user_data)
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{
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return TRUE;
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}
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gboolean
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accept_incoming(GSocketService *service, GSocketConnection *connection, GObject source_object, gpointer user_data)
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{
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g_printf("New connection!\n");
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return TRUE;
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}
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gboolean
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rl_sec_elapsed(gpointer user_data)
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{
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g_printf("RL sec elapsed.\n");
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return TRUE;
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}
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2012-03-10 17:24:23 +00:00
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#ifdef DEBUG
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2012-03-08 16:39:45 +00:00
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void
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debug_context(char *file, int line)
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{
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if (debug_context_loc.file != NULL)
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g_free(debug_context_loc.file);
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debug_context_loc.file = g_strdup(file);
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debug_context_loc.line = line;
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}
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#define DebugContext debug_context(__FILE__, __LINE__)
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2012-03-10 17:24:23 +00:00
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#else
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#define DebugContext
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#endif
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2012-03-08 16:39:45 +00:00
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2012-03-07 22:00:58 +00:00
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int
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main(int argc, char **argv)
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{
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2012-03-08 16:39:45 +00:00
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GMainContext *game_context;
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GMainLoop *game_loop;
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GSource *timeout_source,
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*game_net_source4 = NULL,
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*game_net_source6 = NULL;
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guint timeout_id;
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GError *err = NULL;
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GSocket *game_socket6,
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*game_socket4;
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gboolean need_ipv4_socket = TRUE;
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GSocketService *game_service;
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g_type_init();
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g_printf("Starting up...\n");
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game_context = g_main_context_new();
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game_loop = g_main_loop_new(game_context, FALSE);
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timeout_source = g_timeout_source_new(1000);
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g_source_set_callback(timeout_source, rl_sec_elapsed, NULL, NULL);
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timeout_id = g_source_attach(timeout_source, game_context);
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g_source_unref(timeout_source);
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game_service = g_threaded_socket_service_new(-1);
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/* The following snippet is borrowed from GLib 2.30's gsocketlistener.c
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* code, to create the necessary sockets to listen on both IPv4 and
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* IPv6 address */
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if ((game_socket6 = g_socket_new(G_SOCKET_FAMILY_IPV6, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, &err)) != NULL)
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{
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GInetAddress *inet_address;
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GSocketAddress *address;
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gboolean result;
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inet_address = g_inet_address_new_any(G_SOCKET_FAMILY_IPV6);
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address = g_inet_socket_address_new(inet_address, 4000);
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g_object_unref(inet_address);
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g_socket_set_listen_backlog(game_socket6, 10);
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result = g_socket_bind(game_socket6, address, TRUE, &err)
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&& g_socket_listen(game_socket6, &err);
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g_object_unref(address);
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if (!result)
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{
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g_object_unref(game_socket6);
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g_printf("Unable to create listener IPv6 socket!\n");
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return 1;
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}
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if (g_socket_speaks_ipv4(game_socket6))
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need_ipv4_socket = FALSE;
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game_net_source6 = g_socket_create_source(game_socket6, G_IO_IN, NULL);
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g_socket_listener_add_socket(G_SOCKET_LISTENER(game_service), game_socket6, NULL, &err);
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}
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if (need_ipv4_socket)
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{
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if ((game_socket4 = g_socket_new(G_SOCKET_FAMILY_IPV4, G_SOCKET_TYPE_STREAM, G_SOCKET_PROTOCOL_DEFAULT, &err)) != NULL)
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{
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GInetAddress *inet_address;
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GSocketAddress *address;
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gboolean result;
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inet_address = g_inet_address_new_any(G_SOCKET_FAMILY_IPV4);
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address = g_inet_socket_address_new(inet_address, 4000);
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g_object_unref(inet_address);
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g_socket_set_listen_backlog(game_socket4, 10);
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result = g_socket_bind(game_socket4, address, TRUE, &err)
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&& g_socket_listen(game_socket4, &err);
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g_object_unref(address);
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if (!result)
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{
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g_object_unref(game_socket4);
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if (!game_socket6)
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g_object_unref(game_socket6);
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g_printf("Unable to create listener IPv4 socket!\n");
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return 1;
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}
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game_net_source4 = g_socket_create_source(game_socket4, G_IO_IN, NULL);
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g_socket_listener_add_socket(G_SOCKET_LISTENER(game_service), game_socket4, NULL, &err);
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}
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}
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else
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{
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if (game_socket6 != NULL)
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g_clear_error(&err);
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else
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return 1;
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}
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if (game_net_source6)
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{
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g_source_set_callback(game_net_source6, game_source_callback, NULL, NULL);
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g_source_attach(game_net_source6, game_context);
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}
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if (game_net_source4)
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{
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g_source_set_callback(game_net_source4, game_source_callback, NULL, NULL);
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g_source_attach(game_net_source4, game_context);
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}
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g_socket_service_start(game_service);
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g_signal_connect(G_OBJECT(game_service), "incoming", G_CALLBACK(accept_incoming), NULL);
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g_printf("Startup finished\n");
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g_main_loop_run(game_loop);
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2012-03-07 22:00:58 +00:00
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return 0;
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}
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