wmud/src/main.c
Polonkai Gergely 9e6780cded Finished basic network stack
Game network stack is now working fine. It still needs error checking to be done.
2012-03-11 22:44:29 +00:00

210 lines
5.1 KiB
C

#include <glib.h>
#include <gio/gio.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define MAX_RECV_LEN 1024
struct {
char *file;
int line;
} debug_context_loc = {NULL, 0};
struct AcceptData {
GSocketListener *listener;
GMainContext *context;
};
gboolean
client_callback(GSocket *client, GIOCondition condition, struct AcceptData *accept_data)
{
if (condition & G_IO_HUP)
{
g_print("Connection closed.\n");
g_socket_close(client, NULL);
return FALSE;
}
else if ((condition & G_IO_IN) || (condition & G_IO_PRI))
{
gssize len;
gchar *buf = g_malloc0(sizeof(gchar) * (MAX_RECV_LEN + 1));
if ((len = g_socket_receive(client, buf, MAX_RECV_LEN, NULL, NULL)) == 0)
{
g_print("Connection closed.\n");
g_socket_close(client, NULL);
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;
client_socket = g_socket_listener_accept_socket(accept_data->listener, NULL, NULL, NULL);
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
rl_sec_elapsed(gpointer user_data)
{
g_print("RL sec elapsed.\n");
return TRUE;
}
#ifdef DEBUG
void
debug_context(char *file, int line)
{
if (debug_context_loc.file != NULL)
g_free(debug_context_loc.file);
debug_context_loc.file = g_strdup(file);
debug_context_loc.line = line;
}
#define DebugContext debug_context(__FILE__, __LINE__)
#else
#define DebugContext
#endif
int
main(int argc, char **argv)
{
GMainContext *game_context;
GMainLoop *game_loop;
GSource *timeout_source,
*game_net_source4 = NULL,
*game_net_source6 = NULL;
guint timeout_id;
GError *err = NULL;
GSocket *game_socket6,
*game_socket4;
gboolean need_ipv4_socket = TRUE;
GSocketListener *game_listener;
g_type_init();
g_print("Starting up...\n");
game_context = g_main_context_new();
game_loop = g_main_loop_new(game_context, FALSE);
timeout_source = g_timeout_source_new(1000);
g_source_set_callback(timeout_source, rl_sec_elapsed, NULL, NULL);
timeout_id = g_source_attach(timeout_source, game_context);
g_source_unref(timeout_source);
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, 4000);
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 1;
}
if (g_socket_speaks_ipv4(game_socket6))
need_ipv4_socket = FALSE;
game_net_source6 = g_socket_create_source(game_socket6, G_IO_IN, NULL);
g_socket_listener_add_socket(game_listener, game_socket6, NULL, &err);
}
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, 4000);
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 1;
}
game_net_source4 = g_socket_create_source(game_socket4, G_IO_IN, NULL);
g_socket_listener_add_socket(game_listener, game_socket4, NULL, &err);
}
}
else
{
if (game_socket6 != NULL)
g_clear_error(&err);
else
return 1;
}
if (game_net_source6)
{
struct AcceptData accept_data = {game_listener, game_context};
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)
{
struct AcceptData accept_data = {game_listener, game_context};
g_source_set_callback(game_net_source4, (GSourceFunc)game_source_callback, (gpointer)&accept_data, NULL);
g_source_attach(game_net_source4, game_context);
}
g_print("Startup finished\n");
g_main_loop_run(game_loop);
return 0;
}