#include "server_config.h"
#include <string.h>
#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
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