#include #include #include #include #ifdef HAVE_CONFIG_H #include "config.h" #endif /* HAVE_CONFIG_H */ #include "main.h" #include "networking.h" #include "interpreter.h" #include "players.h" #include "db.h" struct AcceptData { GMainContext *context; GSocketListener *listener; }; GSList *clients; void wmud_client_interpret_newplayer_email(wmudClient *client); void wmud_client_interpret_newplayer_mailconfirm(wmudClient *client_data); void wmud_client_close(wmudClient *client, gboolean send_goodbye) { if (send_goodbye) wmud_client_send(client, "\r\nHave a nice real-world day!\r\n\r\n"); g_log(G_LOG_DOMAIN, G_LOG_LEVEL_INFO, "Connection closed."); g_socket_close(client->socket, NULL); clients = g_slist_remove(clients, client); wmud_player_free(&(client->player)); if (client->buffer) g_string_free(client->buffer, TRUE); g_free(client); } static gboolean wmud_client_callback(GSocket *client, GIOCondition condition, wmudClient *client_data) { GError *err = NULL; if (condition & G_IO_HUP) { wmud_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); wmud_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: if (*(client_data->buffer->str)) wmud_client_start_login(client_data); break; case WMUD_CLIENT_STATE_PASSWAIT: if (*(client_data->buffer->str)) 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; case WMUD_CLIENT_STATE_NEWCHAR: wmud_client_interpret_newplayer_answer(client_data); break; case WMUD_CLIENT_STATE_REGISTERING: wmud_client_interpret_newplayer_email(client_data); break; case WMUD_CLIENT_STATE_REGEMAIL_CONFIRM: wmud_client_interpret_newplayer_mailconfirm(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)wmud_client_callback, client_data, NULL); g_source_attach(client_source, accept_data->context); g_log(G_LOG_DOMAIN, G_LOG_LEVEL_INFO, "New connection."); wmud_client_send(client_data, "By what name shall we call you? "); return TRUE; } gboolean wmud_networking_init(guint port_number, GError **err) { struct AcceptData *accept_data; GSocketListener *game_listener; gboolean need_ipv4_socket = TRUE; GSocket *game_socket6, *game_socket4; GError *in_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, &in_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, &in_err) && g_socket_listen(game_socket6, &in_err); g_object_unref(address); if (!result) { g_object_unref(game_socket6); g_log(G_LOG_DOMAIN, G_LOG_LEVEL_WARNING, "Unable to create listener IPv6 socket"); 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, &in_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, &in_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, &in_err) && g_socket_listen(game_socket4, &in_err); g_object_unref(address); if (!result) { g_object_unref(game_socket4); if (!game_socket6) g_object_unref(game_socket6); g_log(G_LOG_DOMAIN, G_LOG_LEVEL_WARNING, "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, &in_err); } /* TODO: else { error checking } */ } else { if (game_socket6 != NULL) g_clear_error(&in_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); } void wmud_client_start_login(wmudClient *client) { wmudPlayer *player; if ((player = wmud_player_exists(client->buffer->str)) != NULL) { g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Trying to login with playername '%s'\n", client->buffer->str); if (player->cpassword == NULL) { wmud_client_send(client, "Your registration is not finished yet.\r\n"); wmud_client_close(client, TRUE); } else { client->state = WMUD_CLIENT_STATE_PASSWAIT; client->player = player; wmud_client_send(client, "Please provide us your password: %c%c%c", TELNET_IAC, TELNET_WONT, TELNET_ECHO); } } else { client->player = g_new0(wmudPlayer, 1); client->player->player_name = g_strdup(client->buffer->str); client->state = WMUD_CLIENT_STATE_NEWCHAR; wmud_client_send(client, "Is %s new to this game? [Y/N] ", client->buffer->str); } } void wmud_client_interpret_newplayer_answer(wmudClient *client) { if (g_ascii_strcasecmp(client->buffer->str, "n") == 0) { wmud_client_send(client, "What is your player-name, then? "); client->state = WMUD_CLIENT_STATE_FRESH; } else if (g_ascii_strcasecmp(client->buffer->str, "y") == 0) { g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Creating new player\n"); wmud_client_send(client, "Welcome to this MUD!\r\nPlease enter your e-mail address: "); client->state = WMUD_CLIENT_STATE_REGISTERING; } else { wmud_client_send(client, "Sorry, but for this question I only understand 'Y' or 'N'.\r\nIs %s a new player here? [Y/N] ", client->player->player_name); } } void wmud_client_interpret_newplayer_email(wmudClient *client) { /* TODO: Error checking */ GRegex *email_regex = g_regex_new("^[A-Z0-9._%+-]+@[A-Z0-9.-]+\\.[A-Z]{2,4}$", G_REGEX_CASELESS, 0, NULL); if (!*(client->buffer->str)) { if (client->bademail) { wmud_client_close(client, TRUE); } } if (g_regex_match(email_regex, client->buffer->str, 0, NULL)) { client->player->email = g_strdup(client->buffer->str); client->state = WMUD_CLIENT_STATE_REGEMAIL_CONFIRM; wmud_client_send(client, "It seems to be a valid address to me, but could you write it again? "); } else { wmud_client_send(client, "\r\nSorry, but this e-mail address doesn't seem to be valid to me.\r\n\r\nIf you think this is a valid address, simply press enter to quit, and send an e-mail to %s from that address, so we can fix our e-mail validation code.\r\n\r\nIf you just mistyped your address, type it now: ", admin_email); if (*(client->buffer->str)) client->bademail = TRUE; } } void wmud_client_interpret_newplayer_mailconfirm(wmudClient *client) { GError *err = NULL; if (g_ascii_strcasecmp(client->player->email, client->buffer->str) == 0) { if (wmud_db_save_player(client->player, &err)) wmud_client_send(client, "Good. We will generate the password for this player name, and send it to you\r\nvia e-mail. Please come back to us, if you get that code, so you can log\r\nin.\r\n"); else { g_critical("wmud_db_save_player() error: %s", err->message); wmud_client_send(client, "There was an error during the database update. Please try again later!\r\n"); } wmud_client_close(client, TRUE); } else { g_free(client->player->email); client->player->email = NULL; wmud_client_send(client, "This is not the same as you entered before.\r\nLet's just try it again: "); client->state = WMUD_CLIENT_STATE_REGISTERING; } }