bsnes/nall/smtp.hpp

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#pragma once
#include <nall/base64.hpp>
#include <nall/stdint.hpp>
#include <nall/string.hpp>
#if !defined(PLATFORM_WINDOWS)
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#else
#include <winsock2.h>
#include <ws2tcpip.h>
#endif
namespace nall {
struct SMTP {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
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enum class Format : uint { Plain, HTML };
inline auto server(string server, uint16_t port = 25) -> void;
inline auto from(string mail, string name = "") -> void;
inline auto to(string mail, string name = "") -> void;
inline auto cc(string mail, string name = "") -> void;
inline auto bcc(string mail, string name = "") -> void;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
inline auto attachment(const uint8_t* data, uint size, string name) -> void;
inline auto attachment(string filename, string name = "") -> bool;
inline auto subject(string subject) -> void;
inline auto body(string body, Format format = Format::Plain) -> void;
inline auto send() -> bool;
inline auto message() -> string;
inline auto response() -> string;
#if defined(API_WINDOWS)
inline auto close(int) -> int;
inline SMTP();
#endif
private:
struct Information {
string server;
uint16_t port;
struct Contact {
string mail;
string name;
};
Contact from;
vector<Contact> to;
vector<Contact> cc;
vector<Contact> bcc;
struct Attachment {
vector<uint8_t> buffer;
string name;
};
string subject;
string body;
Format format = Format::Plain;
vector<Attachment> attachments;
string message;
string response;
} info;
inline auto send(int sock, const string& text) -> bool;
inline auto recv(int sock) -> string;
inline auto boundary() -> string;
inline auto filename(const string& filename) -> string;
inline auto contact(const Information::Contact& contact) -> string;
inline auto contacts(const vector<Information::Contact>& contacts) -> string;
inline auto split(const string& text) -> string;
};
auto SMTP::server(string server, uint16_t port) -> void {
info.server = server;
info.port = port;
}
auto SMTP::from(string mail, string name) -> void {
info.from = {mail, name};
}
auto SMTP::to(string mail, string name) -> void {
info.to.append({mail, name});
}
auto SMTP::cc(string mail, string name) -> void {
info.cc.append({mail, name});
}
auto SMTP::bcc(string mail, string name) -> void {
info.bcc.append({mail, name});
}
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
auto SMTP::attachment(const uint8_t* data, uint size, string name) -> void {
vector<uint8_t> buffer;
buffer.resize(size);
memcpy(buffer.data(), data, size);
info.attachments.append({std::move(buffer), name});
}
auto SMTP::attachment(string filename, string name) -> bool {
if(!file::exists(filename)) return false;
if(name == "") name = notdir(filename);
auto buffer = file::read(filename);
info.attachments.append({std::move(buffer), name});
return true;
}
auto SMTP::subject(string subject) -> void {
info.subject = subject;
}
auto SMTP::body(string body, Format format) -> void {
info.body = body;
info.format = format;
}
auto SMTP::send() -> bool {
info.message.append("From: =?UTF-8?B?", Base64::encode(contact(info.from)), "?=\r\n");
info.message.append("To: =?UTF-8?B?", Base64::encode(contacts(info.to)), "?=\r\n");
info.message.append("Cc: =?UTF-8?B?", Base64::encode(contacts(info.cc)), "?=\r\n");
info.message.append("Subject: =?UTF-8?B?", Base64::encode(info.subject), "?=\r\n");
string uniqueID = boundary();
info.message.append("MIME-Version: 1.0\r\n");
info.message.append("Content-Type: multipart/mixed; boundary=", uniqueID, "\r\n");
info.message.append("\r\n");
string format = (info.format == Format::Plain ? "text/plain" : "text/html");
info.message.append("--", uniqueID, "\r\n");
info.message.append("Content-Type: ", format, "; charset=UTF-8\r\n");
info.message.append("Content-Transfer-Encoding: base64\r\n");
info.message.append("\r\n");
info.message.append(split(Base64::encode(info.body)), "\r\n");
info.message.append("\r\n");
for(auto& attachment : info.attachments) {
info.message.append("--", uniqueID, "\r\n");
info.message.append("Content-Type: application/octet-stream\r\n");
info.message.append("Content-Transfer-Encoding: base64\r\n");
info.message.append("Content-Disposition: attachment; size=", attachment.buffer.size(), "; filename*=UTF-8''", filename(attachment.name), "\r\n");
info.message.append("\r\n");
info.message.append(split(Base64::encode(attachment.buffer)), "\r\n");
info.message.append("\r\n");
}
info.message.append("--", uniqueID, "--\r\n");
addrinfo hints;
memset(&hints, 0, sizeof(addrinfo));
hints.ai_family = AF_UNSPEC;
hints.ai_socktype = SOCK_STREAM;
hints.ai_flags = AI_PASSIVE;
addrinfo* serverinfo;
int status = getaddrinfo(info.server, string(info.port), &hints, &serverinfo);
if(status != 0) return false;
int sock = socket(serverinfo->ai_family, serverinfo->ai_socktype, serverinfo->ai_protocol);
if(sock == -1) return false;
int result = connect(sock, serverinfo->ai_addr, serverinfo->ai_addrlen);
if(result == -1) return false;
string response;
info.response.append(response = recv(sock));
if(!response.beginswith("220 ")) { close(sock); return false; }
send(sock, {"HELO ", info.server, "\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("250 ")) { close(sock); return false; }
send(sock, {"MAIL FROM: <", info.from.mail, ">\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("250 ")) { close(sock); return false; }
for(auto& contact : info.to) {
send(sock, {"RCPT TO: <", contact.mail, ">\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("250 ")) { close(sock); return false; }
}
for(auto& contact : info.cc) {
send(sock, {"RCPT TO: <", contact.mail, ">\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("250 ")) { close(sock); return false; }
}
for(auto& contact : info.bcc) {
send(sock, {"RCPT TO: <", contact.mail, ">\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("250 ")) { close(sock); return false; }
}
send(sock, {"DATA\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("354 ")) { close(sock); return false; }
send(sock, {info.message, "\r\n", ".\r\n"});
info.response.append(response = recv(sock));
if(!response.beginswith("250 ")) { close(sock); return false; }
send(sock, {"QUIT\r\n"});
info.response.append(response = recv(sock));
//if(!response.beginswith("221 ")) { close(sock); return false; }
close(sock);
return true;
}
auto SMTP::message() -> string {
return info.message;
}
auto SMTP::response() -> string {
return info.response;
}
auto SMTP::send(int sock, const string& text) -> bool {
const char* data = text.data();
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint size = text.size();
while(size) {
int length = ::send(sock, (const char*)data, size, 0);
if(length == -1) return false;
data += length;
size -= length;
}
return true;
}
auto SMTP::recv(int sock) -> string {
vector<uint8_t> buffer;
while(true) {
char c;
if(::recv(sock, &c, sizeof(char), 0) < 1) break;
buffer.append(c);
if(c == '\n') break;
}
buffer.append(0);
return buffer;
}
auto SMTP::boundary() -> string {
random_lfsr random;
random.seed(time(0));
string boundary;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
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for(uint n = 0; n < 16; n++) boundary.append(hex<2>(random()));
return boundary;
}
auto SMTP::filename(const string& filename) -> string {
string result;
for(auto& n : filename) {
if(n <= 32 || n >= 127) result.append("%", hex<2>(n));
else result.append(n);
}
return result;
}
auto SMTP::contact(const Information::Contact& contact) -> string {
if(!contact.name) return contact.mail;
return {"\"", contact.name, "\" <", contact.mail, ">"};
}
auto SMTP::contacts(const vector<Information::Contact>& contacts) -> string {
string result;
for(auto& contact : contacts) {
result.append(this->contact(contact), "; ");
}
result.trimRight("; ", 1L);
return result;
}
auto SMTP::split(const string& text) -> string {
string result;
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint offset = 0;
while(offset < text.size()) {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint length = min(76, text.size() - offset);
if(length < 76) {
result.append(text.slice(offset));
} else {
result.append(text.slice(offset, 76), "\r\n");
}
offset += length;
}
return result;
}
#if defined(API_WINDOWS)
auto SMTP::close(int sock) -> int {
return closesocket(sock);
}
SMTP::SMTP() {
int sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if(sock == INVALID_SOCKET && WSAGetLastError() == WSANOTINITIALISED) {
WSADATA wsaData;
if(WSAStartup(MAKEWORD(2, 2), &wsaData) != 0) {
WSACleanup();
return;
}
} else {
close(sock);
}
}
#endif
}