#include #include #include "main.h" #define MAX_RECV_LEN 1024 struct AcceptData { GMainContext *context; GSocketListener *listener; }; gboolean client_callback(GSocket *client, GIOCondition condition, struct AcceptData *accept_data) { GError *err = NULL; if (condition & G_IO_HUP) { g_print("Connection closed.\n"); /* TODO: Error checking */ g_socket_close(client, &err); return FALSE; } else if ((condition & G_IO_IN) || (condition & G_IO_PRI)) { gssize len; 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_print("Connection closed.\n"); /* TODO: Error checking */ g_socket_close(client, &err); g_free(buf); return FALSE; } g_print("Client data arrived (%d bytes): \"%s\"\n", len, buf); g_free(buf); } return TRUE; } gboolean game_source_callback(GSocket *socket, GIOCondition condition, struct AcceptData *accept_data) { GSocket *client_socket; GSource *client_source; GError *err = NULL; /* TODO: Error checking */ client_socket = g_socket_listener_accept_socket(accept_data->listener, NULL, NULL, &err); 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_socket, 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; 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; }