SilverMUD/source/server/output-queue.c

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// =========================================
// | SilverMUD Server - output-queue.c |
// | Copyright (C) 2023, Barra Ó Catháin |
// | See end of file for copyright notice. |
// =========================================
#include <string.h>
#include <stdbool.h>
#include <pthread.h>
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#include "player-data.h"
#include "output-queue.h"
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// A thread handler for constantly outputting messages from an output queue:
void * outputThreadHandler(void * outputQueue)
{
struct OutputQueue * queue = (struct OutputQueue *)outputQueue;
struct OutputMessage * currentMessage = NULL;
while (true)
{
if (queue->count == 0)
{
pthread_cond_wait(&queue->updated, &queue->waitMutex);
}
currentMessage = popOutputMessage(queue);
if (currentMessage != NULL)
{
struct PlayerListNode * currentPlayerNode = currentMessage->recepients->head;
while (currentPlayerNode != NULL)
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{
gnutls_record_send(*currentPlayerNode->player->connection->tlsSession,
currentMessage->message, sizeof(struct ServerToClientMessage));
currentPlayerNode = currentPlayerNode->next;
}
if (currentMessage->deallocatePlayerList == true)
{
deallocatePlayerList(&currentMessage->recepients);
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}
deallocateOutputMessage(&currentMessage);
}
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}
}
struct OutputQueue * const createOutputQueue()
{
// Allocate a new queue:
struct OutputQueue * const newQueue = calloc(1, sizeof(struct OutputQueue));
// Initialize it:
pthread_mutex_init(&newQueue->mutex, NULL);
pthread_cond_init(&newQueue->updated, NULL);
newQueue->count = 0;
newQueue->front = NULL;
newQueue->back = NULL;
// Return the new queue:
return newQueue;
}
size_t pushOutputMessage(struct OutputQueue * const queue,
const bool deallocatePlayerList,
struct PlayerList * const recepients,
const enum MessageTypes type,
const char const * name, const char const * content,
const size_t nameLength, const size_t contentLength)
{
// Allocate the appropriate memory for the queued message:
struct OutputMessage * newMessage = calloc(1, sizeof(struct OutputMessage));
newMessage->message = calloc(1, sizeof(struct ServerToClientMessage));
// Copy in the appropriate values to the ServerToClientMessage:
newMessage->message->type = type;
strncpy(newMessage->message->name, name, (nameLength < MESSAGE_NAME_LENGTH) ?
nameLength : MESSAGE_NAME_LENGTH);
newMessage->message->name[MESSAGE_NAME_LENGTH - 1] = '\0';
strncpy(newMessage->message->content, content, (contentLength < MESSAGE_CONTENT_LENGTH) ?
contentLength : MESSAGE_CONTENT_LENGTH);
newMessage->message->content[MESSAGE_CONTENT_LENGTH - 1] = '\0';
// Copy in the appropriate values to the OutputMessage:
newMessage->deallocatePlayerList = deallocatePlayerList;
newMessage->recepients = recepients;
// Entering critical section - Lock the queue:
pthread_mutex_lock(&queue->mutex);
// Add it to the queue:
if (queue->back != NULL)
{
queue->back->next = newMessage;
queue->back = newMessage;
}
if (queue->front == NULL)
{
queue->front = newMessage;
queue->back = newMessage;
}
queue->count++;
// Leaving critical section - Unlock the queue:
pthread_mutex_unlock(&queue->mutex);
pthread_cond_signal(&queue->updated);
return queue->count;
}
struct OutputMessage * popOutputMessage(struct OutputQueue * queue)
{
if (queue->count == 0)
{
return NULL;
}
// Entering the critical section - Lock the queue:
pthread_mutex_lock(&queue->mutex);
struct OutputMessage * message = queue->front;
queue->count--;
if(queue->count == 0)
{
queue->front = NULL;
queue->back = NULL;
}
else
{
queue->front = queue->front->next;
}
// Leaving the critical section - Unlock the queue:
pthread_mutex_unlock(&queue->mutex);
return message;
}
void deallocateOutputMessage(struct OutputMessage ** message)
{
// Free and set the pointer to NULL:
free(*message);
message = NULL;
}
// ====================================================
// | End of output-queue.c, copyright notice follows. |
// ====================================================
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, 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 Affero General Public License for more details.
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.