ircd/api/events
In This Guide: |
Overview
The IRC server is built around an event loop. Until the u2.10.11 release (which is what ircd-darenet 1.x is based off of), this event loop has been rather ad-hoc; timed events are hard-coded in, signals are handled inside the signal handler, etc. All of this changed with u2.10.11. A new subsystem, the events subsystem, was introduced; the new subsystem contains a generalization of the concept of an event. An event is a signal, the expiration of a timer, or some form of activity on a network socket. This new subsystem has the potential to vastly simplify the code that is arguably the core of any network program, and makes it much simpler to support more exotic forms of network activity monitoring than the conventional select() and poll() calls.
The primary concepts that the events subsystem works with are the "event," represented by a struct Event
, and the "generator." There are three types of generators: sockets, represented by a struct Socket
; signals, represented by a struct Signal
; and timers, represented by struct Timer
. Each of these generators will be described in turn.
Signals
The signal is perhaps the simplest generator in the entire events subsystem. Basically, instead of setting a signal handler, the function signal_add()
is called, specifying a function to be called when a given signal is detected. Most importantly, that call-back function is called outside the context of a signal handler, permitting the call-back to use more exotic functions that are anathema within a signal handler, such as MyMalloc()
. Once a call-back for a signal has been established, it cannot be deleted; this design decision was driven by the fact that ircd never changes its signal handlers.
Whenever a signal is received, an event of type ET_SIGNAL
is generated, and that event is passed to the event call-back function specified in the signal_add()
call.
Timers
Execution of the call-back functions for a timer occur when that timer expires; when a timer expires depends on the type of timer and the expiration time that was used for that timer. A TT_ABSOLUTE
timer, for instance, expires at exactly the time given as the expiration time. This time is a standard UNIX time_t
value, measuring seconds since the UNIX epoch. The TT_ABSOLUTE
timer type is complemented by the TT_RELATIVE
timer; the time passed as its expiration time is relative to the current time. If a TT_RELATIVE
is given an expiration time of 5, for instance, it will expire 5 seconds after the present time. Internally, TT_RELATIVE
timers are converted into TT_ABSOLUTE
timers, with the expiration time adjusted by addition of the current time.
These two types of timers, TT_ABSOLUTE
and TT_RELATIVE
, are single-shot timers. Once they expire, they are removed from the timer list unless re-added by the event call-back or through some other mechanism. There is another type of timer, however, the TT_PERIODIC
timer, that is not removed from the timer list. TT_PERIODIC
timers are similar to TT_RELATIVE
timers, in that one passes in the expire time as a relative number of seconds, but when they expire, they are re-added to the timer list with the same relative expire time. This means that a TT_PERIODIC
timer with an expire time of 5 seconds that is set at 11:50:00 will have its call-back called at 11:50:05, 11:50:10, 11:50:15, and so on.
Timers have to be run by the event engines explicitly by calling timer_run()
on the generator list passed to the engine event loop. In addition, engines may determine the next (absolute) time that a timer needs to be run by calling the time_next()
macro; this may be used to set a timeout on the engine's network activity monitoring function. Engines are described in detail below.
When a timer expires, an event of ET_EXPIRE
is generated, and the call-back function is called. When a timer is destroyed, either as the result of an expiration or as result of an explicit timer_del()
call, am event of ET_DESTROY
is generated, notifying the call-back that the struct Timer
can be deallocated.
Sockets
Perhaps the most complicated event generator in all of the event subsystem is the socket, as described by struct Socket
. This single classification covers datagram sockets and stream sockets. To differentiate the different kinds of sockets, there is a socket state associated with each socket. The available states are SS_CONNECTING
, which indicates that a particular socket is in the process of completing a non-blocking connect()
; SS_LISTENING
, which indicates that a particular socket is a listening socket; SS_CONNECTED
, which is the state of every other stream socket; SS_DATAGRAM
, which is an ordinary datagram socket, and SS_CONNECTDG
, which describes a connected datagram socket. The SS_NOTSOCK
state is for the internal use of the event subsystem and will not be described here.
In addition to the socket states, there is also an event mask for each socket; this set of flags is used to tell the events subsystem what events the application is interested in for the socket. For SS_CONNECTING
and SS_LISTENING
sockets, this events mask has no meaning, but on the other socket states, the event mask is used to determine if the application is interested in readable (SOCK_EVENT_READABLE
) or writable (SOCK_EVENT_WRITABLE
) indications.
Most of the defined event types have to do with socket generators. When a socket turns up readable, for instance, an event type ET_READ
is generated. Similarly, ET_WRITE
is generated when a socket can be written to. The ET_ACCEPT
event is generated when a listening socket indicates that there is a connection to be accepted; ET_CONNECT
is generated when a non-blocking connect is completed. Finally, if an end-of-file indication is detected, ET_EOF
is generated, whereas if an error has occurred on the socket, ET_ERROR
is generated. Of course, when a socket has been deleted by the socket_del()
function, an event of ET_DESTROY
is generated when it is safe for the memory used by the struct Socket
to be reclaimed.
Events
An event, represented by a struct Event
, describes in detail all of the particulars of an event. Each event has a type, and an optional integer piece of data may be passed with some events -- in particular, ET_SIGNAL
events pass the signal number, and ET_ERROR
events pass the errno
value. The struct Event
also contains a pointer to the structure describing the generated event -- although it should be noted that the only way to disambiguate which type of generator is contained within the struct Event
is by which call-back function has been called.
All generators have a void pointer which can be used to pass important information to the call-back, such as a pointer to a struct Client
. Additionally, generators have a reference count, and a union of a void pointer and an integer that should only be utilized by the event engine. Finally, there is also a field for flags, although the only flag of concern to the application (or the engine) is the active flag, which may be tested using the test macros described below.
Whatever the generator, the call-back function is a function returning nothing (void) and taking as its sole argument a pointer to struct Event
. This call-back function may be implemented as a single switch statement that calls out to appropriate external functions as needed.
Engines
Engines implement the actual socket event loop, and may also have some means of receiving signal events. Each engine has a name, which should describe what its core function is; for instance, the engine based on the standard select()
function is named, simply, "select()
." Each engine must implement several call-backs which are used to initialize the engine, notify the engine of sockets the application is interested in, etc. All of this data is described by a single struct Engine
, which should be the only non-static variable or function in the engine's source file.
The engine's event loop, pointed to by the eng_loop
field of the struct Engine
, must consist of a single while loop predicated on the global variable running
. Additionally, this loop's final statement must be a call to timer_run()
, to execute all timers that have become due. Ideally, this construction should be pulled out of each engine's
eng_loop
and put in the event_loop()
function of the events subsystem.
Reference Counts
As mentioned previously, all generators keep a reference count. Should timer_del()
or socket_del()
be called on a generator with a non-zero reference count, for whatever reason, the actual destruction of the generator will be delayed until the reference count again reaches zero. This is used by the event loop to keep sockets that it is currently referencing from being deallocated before it is done checking all pending events on them. To increment the reference count by one, call gen_ref_inc()
on the generator; the corresponding macro gen_ref_dec()
decrements the reference counts, and will automatically destroy the generator if the appropriate conditions are met.
Debugging Functions
It can be difficult to debug an engine if, say, a socket state can only be expressed as a meaningless number; therefore, when DEBUGMODE
is #define
'd, five number-to-name functions are also defined to make the debugging data more meaningful. These functions must only be called when DEBUGMODE
is #define
'd. Calling them from within Debug()
macro calls is safe; calling them from log_write()
calls is not.
Types, Enumerations, Structures, Macros and Functions
typedef void (*EventCallBack)(struct Event*);
The EventCallBack
type is used to simplify declaration of event call-back functions. It is used in timer_add()
, signal_add()
, and socket_add()
. The event call-back should process the event, taking whatever actions are necessary. The function should be declared as returning void.
typedef int (*EngineInit)(int);
The EngineInit
function takes an integer specifying the maximum number of sockets the event system is expecting to handle. This number may be used by the engine initialization function for memory allocation computations. If initialization succeeds, this function must return 1. If initialization fails, the function should clean up after itself and return 0. The events subsystem has the ability to fall back upon another engine, should an engine initialization fail. Needless to say, the engines based upon poll()
and select()
should never fail in this way.
typedef void (*EngineSignal)(struct Signal*);
If an engine has the capability to directly detect signals, it should set the eng_signal
field of struct Engine
non-zero. When the application indicates interest in a particular signal, the EngineSignal
function will be called with the filled-in struct Signal
, in order to register interest in that signal with the engine.
typedef int (*EngineAdd)(struct Socket*);
All engines must define an EngineAdd
function, which is used to inform the engine of the application's interest in the socket. If the new socket cannot be accommodated by the engine for whatever reason, this function must return 0. Otherwise, the function must return 1, informing the events subsystem that the interest has been noted.
typedef void (*EngineState)(struct Socket*, enum SocketState new_state);
Sockets can change state. SS_CONNECTING
sockets, for instance, can become SS_CONNECTED
. Whenever a socket state changes, the engine is informed, since some states require different notification procedures than others. This is accomplished by calling the EngineState
function with the new state. The struct Socket
passed to the engine will still have the old state, if the engine must reference that.
typedef void (*EngineEvents)(struct Socket*, unsigned int new_events);
Applications may only be interested in given events on a socket for a limited time. When the application's interest shifts, a new events mask is set for the socket. The engine is informed of this change by a call to its EngineEvents
function.
typedef void (*EngineDelete)(struct Socket*);
Eventually, an application will close all the sockets it has opened. When a socket is closed, and the corresponding struct Socket
deleted with a call to socket_del()
, the EngineDelete
function will be called to notify the engine of the change.
typedef void (*EngineLoop)(struct Generators*);
The workhorse of the entire events subsystem is the event loop, implemented by each engine as the EngineLoop
function. This function is called with a single argument that may be passed to timer_next()
to calculate the next time a timer will expire.
enum SocketState { SS_CONNECTING, /* Connection in progress on socket */ SS_LISTENING, /* Socket is a listening socket */ SS_CONNECTED, /* Socket is a connected socket */ SS_DATAGRAM, /* Socket is a datagram socket */ SS_CONNECTDG, /* Socket is a connected datagram socket */ SS_NOTSOCK /* Socket isn't a socket at all */ };
This enumeration contains a list of all possible states a socket can be in. Applications should not use SS_NOTSOCK
; engines should treat it as a special socket state for non-sockets. The only event that should be watched for on a struct Socket
in the SS_NOTSOCK
state is readability. This socket state is used to implement the fall-back signal event generation.
enum TimerType { TT_ABSOLUTE, /* timer that runs at a specific time */ TT_RELATIVE, /* timer that runs so many seconds in the future */ TT_PERIODIC /* timer that runs periodically */ };
The three possible timer types are defined by the TimerType
enumeration. More details can be found in the "Timers" section, above.
enum EventType { ET_READ, /* Readable event detected */ ET_WRITE, /* Writable event detected */ ET_ACCEPT, /* Connection can be accepted */ ET_CONNECT, /* Connection completed */ ET_EOF, /* End-of-file on connection */ ET_ERROR, /* Error condition detected */ ET_SIGNAL, /* A signal was received */ ET_EXPIRE, /* A timer expired */ ET_DESTROY /* The generator is being destroyed */ };
This enumeration contains all the types of events that can be generated by the events subsystem. The first 6 are generated by socket generators, the next by signal generators, and the next by timer generators. ET_DESTROY
is generated by both socket and timer generators when the events subsystem is finished with the memory allocated by both.
struct Socket { struct GenHeader s_header; /* Generator information */ enum SocketState s_state; /* State socket's in */ unsigned int s_events; /* Events socket is interested in */ int s_fd; /* File descriptor for socket */ #ifdef USE_SSL SSL* ssl; /* If not NULL, use SSL routines on socket */ #endif /* USE_SSL */ };
This structure describes everything the events subsystem knows about a given socket. All of its fields may be accessed through the s_* macros described below.
struct Timer { struct GenHeader t_header; /* Generator information */ enum TimerType t_type; /* What type of timer this is */ time_t t_value; /* Value timer was added with */ time_t t_expire; /* Time at which timer expires */ };
The struct Timer
structure describes everything the events subsystem knows about a given timer. Again, all of its fields may be accessed through the t_* macros described below.
struct Signal { struct GenHeader sig_header; /* Generator information */ int sig_signal; /* Signal number */ };
Signal generators are described by a struct Signal
. All of the fields of a struct Signal
may be accessed by the sig_* macros described below.
struct Event { struct Event* ev_next; /* Linked list of events on queue */ struct Event** ev_prev_p; /* Previous pointer to this event */ enum EventType ev_type; /* Event type */ int ev_data; /* Extra data, like errno value */ union { struct GenHeader* gen_header; /* Generator header */ struct Socket* gen_socket; /* Socket generating event */ struct Signal* gen_signal; /* Signal generating event */ struct Timer* gen_timer; /* Timer generating event */ } ev_gen; /* Object generating event */ };
Each event is described by a struct Event
. Its fields may be examined using the ev_* macros described below.
struct Generators { struct GenHeader* g_socket; /* List of socket generators */ struct GenHeader* g_signal; /* List of signal generators */ struct GenHeader* g_timer; /* List of timer generators */ };
Each engine is passed a list of all generators when the engine's EngineLoop
function is called. The only valid way to access this structure is via the timer_next()
function described below.
struct Engine { const char* eng_name; /* a name for the engine */ EngineInit eng_init; /* initialize engine */ EngineSignal eng_signal; /* express interest in a signal */ EngineAdd eng_add; /* express interest in a socket */ EngineState eng_state; /* mention a change in state to engine */ EngineEvents eng_events; /* express interest in socket events */ EngineDelete eng_closing; /* socket is being closed */ EngineLoop eng_loop; /* actual event loop */ };
Each engine is described by the struct Engine
structure. Each engine must define all of the functions described above except for the EngineSignal
function, which is optional.