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https://github.com/unrealircd/unrealircd.git
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cbe20e1d5a
of the return value.
195 lines
5.7 KiB
C
195 lines
5.7 KiB
C
/************************************************************************
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* IRC - Internet Relay Chat, api-event.c
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* (C) 2001- Carsten Munk (Techie/Stskeeps) <stskeeps@tspre.org>
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* and the UnrealIRCd team
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*
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* See file AUTHORS in IRC package for additional names of
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* the programmers.
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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 "unrealircd.h"
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ID_Copyright("(C) Carsten Munk 2001");
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MODVAR Event *events = NULL;
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extern EVENT(unrealdns_removeoldrecords);
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/** Add an event, a function that will run at regular intervals.
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* @param module Module that this event belongs to
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* @param name Name of the event
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* @param event The EVENT(function) to be called
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* @param data The data to be passed to the function (or just NULL)
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* @param every_msec Every <this> milliseconds the event will be called, but see notes.
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* @param count After how many times we should stop calling this even (0 = infinite times)
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* @returns an Event struct
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* @notes UnrealIRCd will try to call the event every 'every_msec' milliseconds.
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* However, in case of low traffic the minimum time is at least SOCKETLOOP_MAX_DELAY
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* which is 250ms at the time of writing. Also, we reject any value below 100 msecs.
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* The actual calling time will not be quicker than the specified every_msec but
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* can be later, in case of high load, in very extreme cases even up to 1000 or 2000
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* msec later but that would be very unusual. Just saying, it's not a guarantee..
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*/
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Event *EventAdd(Module *module, char *name, vFP event, void *data, long every_msec, int count)
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{
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Event *newevent;
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if (!name || (every_msec < 0) || (count < 0) || !event)
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{
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if (module)
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module->errorcode = MODERR_INVALID;
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return NULL;
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}
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if (every_msec < 100)
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{
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ircd_log(LOG_ERROR, "[BUG] EventAdd() from module %s with suspiciously low every_msec value (%ld). "
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"Note that it is in milliseconds now (1000 = 1 second)!",
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module ? module->header->name : "???",
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every_msec);
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every_msec = 100;
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}
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newevent = safe_alloc(sizeof(Event));
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safe_strdup(newevent->name, name);
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newevent->count = count;
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newevent->every_msec = every_msec;
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newevent->event = event;
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newevent->data = data;
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newevent->last_run.tv_sec = timeofday_tv.tv_sec;
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newevent->last_run.tv_usec = timeofday_tv.tv_usec;
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newevent->owner = module;
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AddListItem(newevent,events);
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if (module)
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{
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ModuleObject *eventobj = safe_alloc(sizeof(ModuleObject));
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eventobj->object.event = newevent;
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eventobj->type = MOBJ_EVENT;
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AddListItem(eventobj, module->objects);
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module->errorcode = MODERR_NOERROR;
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}
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return newevent;
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}
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Event *EventMarkDel(Event *event)
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{
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event->count = -1;
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return event;
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}
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Event *EventDel(Event *event)
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{
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Event *p, *q;
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for (p = events; p; p = p->next)
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{
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if (p == event)
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{
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q = p->next;
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safe_free(p->name);
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DelListItem(p, events);
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if (p->owner)
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{
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ModuleObject *eventobjs;
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for (eventobjs = p->owner->objects; eventobjs; eventobjs = eventobjs->next)
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{
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if (eventobjs->type == MOBJ_EVENT && eventobjs->object.event == p)
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{
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DelListItem(eventobjs, p->owner->objects);
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safe_free(eventobjs);
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break;
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}
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}
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}
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safe_free(p);
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return q;
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}
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}
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return NULL;
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}
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Event *EventFind(char *name)
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{
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Event *eventptr;
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for (eventptr = events; eventptr; eventptr = eventptr->next)
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if (!strcmp(eventptr->name, name))
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return (eventptr);
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return NULL;
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}
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int EventMod(Event *event, EventInfo *mods)
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{
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if (!event || !mods)
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{
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if (event && event->owner)
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event->owner->errorcode = MODERR_INVALID;
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return -1;
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}
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if (mods->flags & EMOD_EVERY)
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event->every_msec = mods->every_msec;
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if (mods->flags & EMOD_HOWMANY)
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event->count = mods->count;
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if (mods->flags & EMOD_NAME)
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safe_strdup(event->name, mods->name);
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if (mods->flags & EMOD_EVENT)
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event->event = mods->event;
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if (mods->flags & EMOD_DATA)
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event->data = mods->data;
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if (event->owner)
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event->owner->errorcode = MODERR_NOERROR;
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return 0;
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}
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void DoEvents(void)
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{
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Event *eventptr;
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Event temp;
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for (eventptr = events; eventptr; eventptr = eventptr->next)
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{
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if (eventptr->count == -1)
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goto freeit;
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if ((eventptr->every_msec == 0) || minimum_msec_since_last_run(&eventptr->last_run, eventptr->every_msec))
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{
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(*eventptr->event)(eventptr->data);
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if (eventptr->count > 0)
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{
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eventptr->count--;
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if (eventptr->count == 0)
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{
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freeit:
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temp.next = EventDel(eventptr);
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eventptr = &temp;
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continue;
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}
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}
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}
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}
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}
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void SetupEvents(void)
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{
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/* Start events */
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EventAdd(NULL, "tunefile", save_tunefile, NULL, 300*1000, 0);
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EventAdd(NULL, "garbage", garbage_collect, NULL, GARBAGE_COLLECT_EVERY*1000, 0);
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EventAdd(NULL, "loop", loop_event, NULL, 1000, 0);
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EventAdd(NULL, "unrealdns_removeoldrecords", unrealdns_removeoldrecords, NULL, 15000, 0);
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EventAdd(NULL, "check_pings", check_pings, NULL, 1000, 0);
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EventAdd(NULL, "check_deadsockets", check_deadsockets, NULL, 1000, 0);
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EventAdd(NULL, "handshake_timeout", handshake_timeout, NULL, 1000, 0);
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EventAdd(NULL, "try_connections", try_connections, NULL, 2000, 0);
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}
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