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