/* * Unreal Internet Relay Chat Daemon, src/socket.c * Copyright (C) 1990 Jarkko Oikarinen and * University of Oulu, Computing Center * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 1, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #include "struct.h" #include "common.h" #include "sys.h" #include "h.h" #include #include "inet.h" #ifndef _WIN32 extern int errno; /* ...seems that errno.h doesn't define this everywhere */ #endif #include #ifndef _WIN32 #include #endif /* ** deliver_it ** Attempt to send a sequence of bytes to the connection. ** Returns ** ** < 0 Some fatal error occurred, (but not EWOULDBLOCK). ** This return is a request to close the socket and ** clean up the link. ** ** >= 0 No real error occurred, returns the number of ** bytes actually transferred. EWOULDBLOCK and other ** possibly similar conditions should be mapped to ** zero return. Upper level routine will have to ** decide what to do with those unwritten bytes... ** ** *NOTE* alarm calls have been preserved, so this should ** work equally well whether blocking or non-blocking ** mode is used... ** ** *NOTE* I nuked 'em. At the load of current ircd servers ** you can't run with stuff that blocks. And we don't. */ int deliver_it(aClient *cptr, char *str, int len) { int retval; if (IsDead(cptr) || (!IsServer(cptr) && !IsPerson(cptr) && !IsHandshake(cptr) && !IsSSLHandshake(cptr) && !IsUnknown(cptr))) { str[len] = '\0'; sendto_ops ("* * * DEBUG ERROR * * * !!! Calling deliver_it() for %s, status %d %s, with message: %s", cptr->name, cptr->status, IsDead(cptr) ? "DEAD" : "", str); return -1; } if (IsSSL(cptr) && cptr->local->ssl != NULL) { retval = SSL_write(cptr->local->ssl, str, len); if (retval < 0) { switch (SSL_get_error(cptr->local->ssl, retval)) { case SSL_ERROR_WANT_READ: /* retry later */ return 0; case SSL_ERROR_WANT_WRITE: SET_ERRNO(P_EWOULDBLOCK); break; case SSL_ERROR_SYSCALL: break; case SSL_ERROR_SSL: if (ERRNO == P_EAGAIN) break; default: return -1; /* hm.. why was this 0?? we have an error! */ } } } else retval = send(cptr->fd, str, len, 0); /* ** Convert WOULDBLOCK to a return of "0 bytes moved". This ** should occur only if socket was non-blocking. Note, that ** all is Ok, if the 'write' just returns '0' instead of an ** error and errno=EWOULDBLOCK. ** ** ...now, would this work on VMS too? --msa */ # ifndef _WIN32 if (retval < 0 && (errno == EWOULDBLOCK || errno == EAGAIN || errno == ENOBUFS)) # else if (retval < 0 && (WSAGetLastError() == WSAEWOULDBLOCK || WSAGetLastError() == WSAENOBUFS)) # endif retval = 0; if (retval > 0) { cptr->local->sendB += retval; me.local->sendB += retval; if (cptr->local->sendB > 1023) { cptr->local->sendK += (cptr->local->sendB >> 10); cptr->local->sendB &= 0x03ff; /* 2^10 = 1024, 3ff = 1023 */ } if (me.local->sendB > 1023) { me.local->sendK += (me.local->sendB >> 10); me.local->sendB &= 0x03ff; } } return (retval); } /** Initiate an outgoing connection, the actual connect() call. */ int unreal_connect(int fd, char *ip, int port, int ipv6) { int n; if (ipv6) { struct sockaddr_in6 server; memset(&server, 0, sizeof(server)); server.sin6_family = AF_INET6; inet_pton(AF_INET6, ip, &server.sin6_addr); server.sin6_port = htons(port); n = connect(fd, (struct sockaddr *)&server, sizeof(server)); } else { struct sockaddr_in server; memset(&server, 0, sizeof(server)); server.sin_family = AF_INET; inet_pton(AF_INET, ip, &server.sin_addr); server.sin_port = htons(port); n = connect(fd, (struct sockaddr *)&server, sizeof(server)); } #ifndef _WIN32 if (n < 0 && (errno != EINPROGRESS)) #else if (n < 0 && (WSAGetLastError() != WSAEINPROGRESS) && (WSAGetLastError() != WSAEWOULDBLOCK)) #endif { return 0; /* FATAL ERROR */ } return 1; /* SUCCESS (probably still in progress) */ } /** Bind to an IP/port (port may be 0 for auto). * @returns 0 on failure, other on success. */ int unreal_bind(int fd, char *ip, int port, int ipv6) { if (ipv6) { struct sockaddr_in6 server; memset(&server, 0, sizeof(server)); server.sin6_family = AF_INET6; server.sin6_port = htons(port); if (inet_pton(AF_INET6, ip, &server.sin6_addr.s6_addr) != 1) return 0; return !bind(fd, (struct sockaddr *)&server, sizeof(server)); } else { struct sockaddr_in server; memset(&server, 0, sizeof(server)); server.sin_family = AF_INET; server.sin_port = htons(port); if (inet_pton(AF_INET, ip, &server.sin_addr.s_addr) != 1) return 0; return !bind(fd, (struct sockaddr *)&server, sizeof(server)); } }