/************************************************************************ * IRC - Internet Relay Chat, api-event.c * (C) 2001- Carsten Munk (Techie/Stskeeps) * and the UnrealIRCd team * * See file AUTHORS in IRC package for additional names of * the programmers. * * 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 "unrealircd.h" ID_Copyright("(C) Carsten Munk 2001"); MODVAR Event *events = NULL; extern EVENT(unrealdns_removeoldrecords); extern EVENT(unrealdb_expire_secret_cache); /** Add an event, a function that will run at regular intervals. * @param module Module that this event belongs to * @param name Name of the event * @param event The EVENT(function) to be called * @param data The data to be passed to the function (or just NULL) * @param every_msec Every milliseconds the event will be called, but see notes. * @param count After how many times we should stop calling this even (0 = infinite times) * @returns an Event struct * @note UnrealIRCd will try to call the event every 'every_msec' milliseconds. * However, in case of low traffic the minimum time is at least SOCKETLOOP_MAX_DELAY * which is 250ms at the time of writing. Also, we reject any value below 100 msecs. * The actual calling time will not be quicker than the specified every_msec but * can be later, in case of high load, in very extreme cases even up to 1000 or 2000 * msec later but that would be very unusual. Just saying, it's not a guarantee.. */ Event *EventAdd(Module *module, const char *name, vFP event, void *data, long every_msec, int count) { Event *newevent; if (!name || (every_msec < 0) || (count < 0) || !event) { if (module) module->errorcode = MODERR_INVALID; return NULL; } newevent = safe_alloc(sizeof(Event)); safe_strdup(newevent->name, name); newevent->count = count; newevent->every_msec = every_msec; newevent->event = event; newevent->data = data; newevent->last_run.tv_sec = timeofday_tv.tv_sec; newevent->last_run.tv_usec = timeofday_tv.tv_usec; newevent->owner = module; AddListItem(newevent,events); if (module) { ModuleObject *eventobj = safe_alloc(sizeof(ModuleObject)); eventobj->object.event = newevent; eventobj->type = MOBJ_EVENT; AddListItem(eventobj, module->objects); module->errorcode = MODERR_NOERROR; } return newevent; } /** Mark the Event for deletion. * The actual deletion of the event happens later on * (which is of no concern to the caller). */ void EventDel(Event *e) { char buf[128]; /* Mark for deletion */ e->deleted = 1; /* Replace the name so deleted events are clearly labeled */ if (e->name) { snprintf(buf, sizeof(buf), "deleted:%s", e->name); safe_strdup(e->name, buf); } /* Remove the event from the module, that is something we can safely do straight away */ if (e->owner) { ModuleObject *eventobjs; for (eventobjs = e->owner->objects; eventobjs; eventobjs = eventobjs->next) { if (eventobjs->type == MOBJ_EVENT && eventobjs->object.event == e) { DelListItem(eventobjs, e->owner->objects); safe_free(eventobjs); break; } } e->owner = NULL; } } /** Remove the event for real, used only via CleanupEvents(), not for end-users. */ static void EventDelReal(Event *e) { if (!e->deleted) { unreal_log(ULOG_FATAL, "module", "BUG_EVENTDELREAL_ZERO", NULL, "[BUG] EventDelReal called while e->deleted is 0. This cannot happen. Event name: $event_name", log_data_string("event_name", e->name)); abort(); } if (e->owner) { unreal_log(ULOG_FATAL, "module", "BUG_EVENTDELREAL_NULL", NULL, "[BUG] EventDelReal called while e->owner is NULL. This cannot happen. Event name: $event_name", log_data_string("event_name", e->name)); abort(); } safe_free(e->name); DelListItem(e, events); safe_free(e); } /** Remove any events that were previously marked for deletion */ static void CleanupEvents(void) { Event *e, *e_next; for (e = events; e; e = e_next) { e_next = e->next; if (e->deleted) EventDelReal(e); } } Event *EventFind(const char *name) { Event *eventptr; for (eventptr = events; eventptr; eventptr = eventptr->next) if (!strcmp(eventptr->name, name)) return (eventptr); return NULL; } int EventMod(Event *event, EventInfo *mods) { if (!event || !mods) { if (event && event->owner) event->owner->errorcode = MODERR_INVALID; return -1; } if (mods->flags & EMOD_EVERY) event->every_msec = mods->every_msec; if (mods->flags & EMOD_HOWMANY) event->count = mods->count; if (mods->flags & EMOD_NAME) safe_strdup(event->name, mods->name); if (mods->flags & EMOD_EVENT) event->event = mods->event; if (mods->flags & EMOD_DATA) event->data = mods->data; if (event->owner) event->owner->errorcode = MODERR_NOERROR; return 0; } void DoEvents(void) { Event *e; for (e = events; e; e = e->next) { if (e->deleted) continue; if (e->count == -1) { EventDel(e); continue; } if ((e->every_msec == 0) || minimum_msec_since_last_run(&e->last_run, e->every_msec)) { (*e->event)(e->data); if (e->count > 0) { e->count--; if (e->count == 0) { EventDel(e); continue; } } } } CleanupEvents(); } void SetupEvents(void) { /* Start events */ EventAdd(NULL, "tunefile", save_tunefile, NULL, 300*1000, 0); EventAdd(NULL, "garbage", garbage_collect, NULL, GARBAGE_COLLECT_EVERY*1000, 0); EventAdd(NULL, "loop", loop_event, NULL, 1000, 0); EventAdd(NULL, "unrealdns_removeoldrecords", unrealdns_removeoldrecords, NULL, 15000, 0); EventAdd(NULL, "check_pings", check_pings, NULL, 1000, 0); EventAdd(NULL, "check_deadsockets", check_deadsockets, NULL, 1000, 0); EventAdd(NULL, "handshake_timeout", handshake_timeout, NULL, 1000, 0); EventAdd(NULL, "tls_check_expiry", tls_check_expiry, NULL, (86400/2)*1000, 0); EventAdd(NULL, "unrealdb_expire_secret_cache", unrealdb_expire_secret_cache, NULL, 61000, 0); EventAdd(NULL, "throttling_check_expire", throttling_check_expire, NULL, 1000, 0); }