unrealircd/include/fdlist.h

53 lines
1.6 KiB
C

#ifndef FDLIST_H
#define FDLIST_H
/* $Id$ */
#define FD_DESC_SZ (100)
typedef void (*IOCallbackFunc)(int fd, int revents, void *data);
typedef struct fd_entry {
int fd;
char desc[FD_DESC_SZ];
IOCallbackFunc read_callback;
IOCallbackFunc write_callback;
void *data;
time_t deadline;
unsigned char is_open;
unsigned int backend_flags;
} FDEntry;
extern MODVAR FDEntry fd_table[MAXCONNECTIONS + 1];
extern int fd_open(int fd, const char *desc);
extern void fd_close(int fd);
extern int fd_unmap(int fd);
extern void fd_unnotify(int fd);
extern int fd_socket(int family, int type, int protocol, const char *desc);
extern int fd_accept(int sockfd);
extern void fd_desc(int fd, const char *desc);
extern int fd_fileopen(const char *path, unsigned int flags);
#define FD_SELECT_READ 0x1
#define FD_SELECT_WRITE 0x2
/* Socket buffer sizes for clients and servers
* Note that these have been carefully chosen so you shouldn't touch these.
* If you make these much higher then be aware that this means you loose
* send queue / receive queue protection, otherwise known as "Excess flood"
* and "SendQ Exceeded", since these queues are ON TOP of UnrealIRCd's
* own queueing mechanism, it uses the OS TCP Socket queue.
*/
#define USER_SOCKET_RECEIVE_BUFFER 8192
#define USER_SOCKET_SEND_BUFFER 32768
#define SERVER_SOCKET_RECEIVE_BUFFER 131072
#define SERVER_SOCKET_SEND_BUFFER 131072
extern void fd_setselect(int fd, int flags, IOCallbackFunc iocb, void *data);
extern void fd_select(time_t delay); /* backend-specific */
extern void fd_refresh(int fd); /* backend-specific */
extern void fd_fork(); /* backend-specific */
#endif