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unrealircd/src/socket.c
T

195 lines
5.3 KiB
C

/*
* 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 <signal.h>
#include "inet.h"
#ifndef _WIN32
extern int errno; /* ...seems that errno.h doesn't define this everywhere */
#endif
#include <sys/types.h>
#ifndef _WIN32
#include <sys/socket.h>
#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));
}
}