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mirror of git://git.acid.vegas/unrealircd.git synced 2024-11-14 20:16:42 +00:00
unrealircd/src/api-rpc.c
2023-05-05 18:12:01 -04:00

151 lines
3.6 KiB
C

/************************************************************************
* UnrealIRCd - Unreal Internet Relay Chat Daemon - src/api-rpc.c
* (c) 2022- Bram Matthys and The UnrealIRCd Team
* License: GPLv2 or later
*/
/** @file
* @brief RPC API
*/
#include "unrealircd.h"
/** This is the RPC API used for web requests.
* For an overview of available RPC's (not the API)
* see https://www.unrealircd.org/docs/RPC
* @defgroup RPCAPI RPC API
* @{
*/
/** List of RPC handlers */
MODVAR RPCHandler *rpchandlers = NULL;
/* Forward declarations */
static void unload_rpc_handler_commit(RPCHandler *m);
/** Adds a new RPC handler.
* @param module The module which owns this RPC handler.
* @param mreq The details of the request such as the method name, callback, etc.
* @return Returns the handle to the RPC handler if successful, otherwise NULL.
* The module's error code contains specific information about the
* error.
*/
RPCHandler *RPCHandlerAdd(Module *module, RPCHandlerInfo *mreq)
{
RPCHandler *m;
ModuleObject *mobj;
/* Some consistency checks to avoid a headache for module devs later on: */
if (!mreq->method || !mreq->call)
{
unreal_log(ULOG_ERROR, "module", "RPCHANDLERADD_API_ERROR", NULL,
"RPCHandlerAdd() from module $module_name: "
"Missing required fields.",
log_data_string("module_name", module->header->name));
abort();
}
m = RPCHandlerFind(mreq->method);
if (m)
{
if (m->unloaded)
{
m->unloaded = 0;
} else {
if (module)
module->errorcode = MODERR_EXISTS;
return NULL;
}
} else {
/* New RPC handler */
m = safe_alloc(sizeof(RPCHandler));
safe_strdup(m->method, mreq->method);
AddListItem(m, rpchandlers);
}
/* Add or update the following fields: */
m->owner = module;
m->flags = mreq->flags;
m->loglevel = mreq->loglevel;
if (!valid_loglevel(m->loglevel))
m->loglevel = ULOG_INFO;
m->call = mreq->call;
/* Add module object */
mobj = safe_alloc(sizeof(ModuleObject));
mobj->type = MOBJ_RPC;
mobj->object.rpc = m;
AddListItem(mobj, module->objects);
module->errorcode = MODERR_NOERROR;
return m;
}
/** Returns the RPC handler for the given method name.
* @param method The method to search for.
* @return Returns the handle to the RPC handler,
* or NULL if not found.
*/
RPCHandler *RPCHandlerFind(const char *method)
{
RPCHandler *m;
for (m = rpchandlers; m; m = m->next)
{
if (!strcasecmp(method, m->method))
return m;
}
return NULL;
}
/** Remove the specified RPC handler - modules should not call this.
* This is done automatically for modules on unload, so is only called internally.
* @param m The PRC handler to remove.
*/
void RPCHandlerDel(RPCHandler *m)
{
if (m->owner)
{
ModuleObject *mobj;
for (mobj = m->owner->objects; mobj; mobj = mobj->next) {
if (mobj->type == MOBJ_RPC && mobj->object.rpc == m)
{
DelListItem(mobj, m->owner->objects);
safe_free(mobj);
break;
}
}
m->owner = NULL;
}
if (loop.rehashing)
m->unloaded = 1;
else
unload_rpc_handler_commit(m);
}
/** @} */
static void unload_rpc_handler_commit(RPCHandler *m)
{
/* This is an unusual operation, I think we should log it. */
unreal_log(ULOG_INFO, "module", "UNLOAD_RPC_HANDLER", NULL,
"Unloading RPC handler for '$method'",
log_data_string("method", m->method));
/* Destroy the object */
DelListItem(m, rpchandlers);
safe_free(m->method);
safe_free(m);
}
void unload_all_unused_rpc_handlers(void)
{
RPCHandler *m, *m_next;
for (m = rpchandlers; m; m = m_next)
{
m_next = m->next;
if (m->unloaded)
unload_rpc_handler_commit(m);
}
}