Added basic maintenance code, with lots of hurtful debug log
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0302c84815
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c082fc4f3c
@ -7,6 +7,14 @@ AM_INIT_AUTOMAKE([wMUD], [0.1.0])
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AC_PROG_CC
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PKG_PROG_PKG_CONFIG
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AC_CHECK_HEADERS([crypt.h])
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AC_SEARCH_LIBS([crypt], [crypt])
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AC_CHECK_FUNC([crypt], ac_have_crypt=yes, ac_have_crypt=no)
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if test "$ac_have_crypt" != "yes"; then
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echo "The crypt() function call can not be found."
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exit 1
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fi
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AC_ARG_ENABLE([debug], AS_HELP_STRING([--enable-debug], [Enable debugging support (default: disabled)]), [enable_debug=yes; CFLAGS="$CFLAGS -g -Wall"], [enable_debug=no])
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AM_CONDITIONAL([ENABLE_DEBUG], [test "$enable_debug" = "yes"])
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if test "$enable_debug" = "yes"; then
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97
src/main.c
97
src/main.c
@ -1,14 +1,19 @@
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#include <glib.h>
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#include <gio/gio.h>
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib.h>
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#include <gio/gio.h>
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#ifdef HAVE_CRYPT_H
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#include <crypt.h>
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#endif
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#include "wmud_types.h"
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#include "main.h"
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#include "networking.h"
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#include "interpreter.h"
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#include "db.h"
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#include "players.h"
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struct {
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char *file;
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@ -48,6 +53,68 @@ rl_sec_elapsed(gpointer user_data)
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return TRUE;
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}
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gchar *
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wmud_random_string(gint len)
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{
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gchar *ret = g_malloc0(len + 1);
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gint i;
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for (i = 0; i < len; i++)
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{
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gchar c = 0;
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/* Include only printable characters, but exclude $ because of
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* salt generation */
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while (!g_ascii_isprint(c) || (c == '$'))
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c = random_number(1, 127);
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ret[i] = c;
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}
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return ret;
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}
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void
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wmud_maintenance_check_new_players(wmudPlayer *player, gpointer user_data)
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{
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if (player->cpassword == NULL)
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{
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gchar *pw,
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*salt,
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*cpw;
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GString *full_salt;
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pw = wmud_random_string(8);
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salt = wmud_random_string(8);
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full_salt = g_string_new("$1$");
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g_string_append(full_salt, salt);
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cpw = g_strdup(crypt(pw, full_salt->str));
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Player %s has no"
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" password set", player->player_name);
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "New password will be %s", pw);
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player->cpassword = cpw;
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/* TODO: Send e-mail about the new password. Upon completion,
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* set it in the database */
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g_free(pw);
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g_free(salt);
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g_string_free(full_salt, TRUE);
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}
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}
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gboolean
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wmud_maintenance(gpointer user_data)
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{
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Starting maintenance...");
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/* Run through the player list, and generate a random password for each
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* newly registered player */
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g_slist_foreach(players, (GFunc)wmud_maintenance_check_new_players, NULL);
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Finished maintenance...");
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return TRUE;
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}
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#ifdef DEBUG
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void
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/* debug_context()
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@ -164,6 +231,14 @@ game_thread_func(GMainLoop *game_loop)
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return NULL;
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}
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gpointer
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maint_thread_func(GMainLoop *maint_loop)
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{
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g_main_loop_run(maint_loop);
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return NULL;
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}
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int
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main(int argc, char **argv)
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{
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@ -171,7 +246,10 @@ main(int argc, char **argv)
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GSource *timeout_source;
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guint timeout_id;
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GError *err = NULL;
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GThread *game_thread;
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GThread *game_thread,
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*maint_thread;
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GMainContext *maint_context;
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GMainLoop *maint_loop;
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/* Initialize the thread and type system */
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g_thread_init(NULL);
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@ -187,6 +265,10 @@ main(int argc, char **argv)
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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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/* Create the maintenance context and main loop */
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maint_context = g_main_context_new();
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maint_loop = g_main_loop_new(maint_context, FALSE);
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/* Create the timeout source which keeps track of elapsed real-world
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* time */
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timeout_source = g_timeout_source_new(1000);
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@ -194,6 +276,12 @@ main(int argc, char **argv)
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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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/* Create the timeout source which will do the maintenance tasks */
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timeout_source = g_timeout_source_new_seconds(3);
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g_source_set_callback(timeout_source, wmud_maintenance, NULL, NULL);
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timeout_id = g_source_attach(timeout_source, maint_context);
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g_source_unref(timeout_source);
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/* TODO: Create signal handlers! */
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if (!wmud_config_init(&err))
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@ -250,6 +338,9 @@ main(int argc, char **argv)
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g_clear_error(&err);
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game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
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g_clear_error(&err);
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maint_thread = g_thread_create((GThreadFunc)maint_thread_func, maint_loop, FALSE, &err);
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/* Initialize other threads here */
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g_thread_join(game_thread);
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