#include "server_config.h" #include #include "gam_debugging.h" #include "gam_connection.h" #include "gam_error.h" #include "fam.h" #ifdef GAMIN_DEBUG_API static GList *gamDebugNotify = NULL; /** * gam_debug_release: * @conn: the connection data * * The connection is being destroyed, release any debugging hook to it */ void gam_debug_release(GamConnDataPtr conn) { gamDebugNotify = g_list_remove_all(gamDebugNotify, conn); } /** * gam_debug_add: * @conn: the connection data * @value: string describing the debug informations * @options: options values, unused yet * * Register a debugging request for the connection * * Returns TRUE if succeeded and FALSE otherwise */ void gam_debug_add(GamConnDataPtr conn, const char *value, int options) { GAM_DEBUG(DEBUG_INFO, "Got debug request for %s %d\n", value, options); if (!strcmp(value, "notify")) { gamDebugNotify = g_list_prepend(gamDebugNotify, conn); } } /** * gam_debug_report: * @event: the event * @value: the string associated usually a name * @extra: an extra integer value * * Internal callback if compiled with debug, it will then raise debug event * on the associated connections. */ void gam_debug_report(GAMDebugEvent event, const char *value, int extra) { GList *connlist = NULL, *l; switch(event) { case GAMDnotifyCreate: case GAMDnotifyDelete: case GAMDnotifyChange: case GAMDnotifyFlowOn: case GAMDnotifyFlowOff: connlist = gamDebugNotify; break; default: return; } for (l = connlist; l; l = l->next) { GamConnDataPtr conn = l->data; gam_send_event(conn, event, 50, value, strlen(value)); } } #endif