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