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authorbrain <brain@e03df62e-2008-0410-955e-edbf42e46eb7>2007-01-18 20:56:11 +0000
committerbrain <brain@e03df62e-2008-0410-955e-edbf42e46eb7>2007-01-18 20:56:11 +0000
commitbf65e9dc25b9e52dc1f84a6e24157bdaf8d39d5c (patch)
treeceb704bea4eae3c37fad7ea9577d044a54d98543 /src/modules/m_spanningtree/treesocket.h
parent8265557b341080244b3057040f094f05e7727155 (diff)
Add all this crapola
git-svn-id: http://svn.inspircd.org/repository/trunk/inspircd@6385 e03df62e-2008-0410-955e-edbf42e46eb7
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+#ifndef __TREESOCKET_H__
+#define __TREESOCKET_H__
+
+#include "configreader.h"
+#include "users.h"
+#include "channels.h"
+#include "modules.h"
+#include "commands/cmd_whois.h"
+#include "commands/cmd_stats.h"
+#include "socket.h"
+#include "inspircd.h"
+#include "wildcard.h"
+#include "xline.h"
+#include "transport.h"
+
+#include "m_spanningtree/utils.h"
+
+/*
+ * The server list in InspIRCd is maintained as two structures
+ * which hold the data in different ways. Most of the time, we
+ * want to very quicky obtain three pieces of information:
+ *
+ * (1) The information on a server
+ * (2) The information on the server we must send data through
+ * to actually REACH the server we're after
+ * (3) Potentially, the child/parent objects of this server
+ *
+ * The InspIRCd spanning protocol provides easy access to these
+ * by storing the data firstly in a recursive structure, where
+ * each item references its parent item, and a dynamic list
+ * of child items, and another structure which stores the items
+ * hashed, linearly. This means that if we want to find a server
+ * by name quickly, we can look it up in the hash, avoiding
+ * any O(n) lookups. If however, during a split or sync, we want
+ * to apply an operation to a server, and any of its child objects
+ * we can resort to recursion to walk the tree structure.
+ * Any socket can have one of five states at any one time.
+ * The LISTENER state indicates a socket which is listening
+ * for connections. It cannot receive data itself, only incoming
+ * sockets.
+ * The CONNECTING state indicates an outbound socket which is
+ * waiting to be writeable.
+ * The WAIT_AUTH_1 state indicates the socket is outbound and
+ * has successfully connected, but has not yet sent and received
+ * SERVER strings.
+ * The WAIT_AUTH_2 state indicates that the socket is inbound
+ * (allocated by a LISTENER) but has not yet sent and received
+ * SERVER strings.
+ * The CONNECTED state represents a fully authorized, fully
+ * connected server.
+ */
+enum ServerState { LISTENER, CONNECTING, WAIT_AUTH_1, WAIT_AUTH_2, CONNECTED };
+
+/** Every SERVER connection inbound or outbound is represented by
+ * an object of type TreeSocket.
+ * TreeSockets, being inherited from InspSocket, can be tied into
+ * the core socket engine, and we cn therefore receive activity events
+ * for them, just like activex objects on speed. (yes really, that
+ * is a technical term!) Each of these which relates to a locally
+ * connected server is assocated with it, by hooking it onto a
+ * TreeSocket class using its constructor. In this way, we can
+ * maintain a list of servers, some of which are directly connected,
+ * some of which are not.
+ */
+class TreeSocket : public InspSocket
+{
+ SpanningTreeUtilities* Utils;
+ std::string myhost;
+ std::string in_buffer;
+ ServerState LinkState;
+ std::string InboundServerName;
+ std::string InboundDescription;
+ int num_lost_users;
+ int num_lost_servers;
+ time_t NextPing;
+ bool LastPingWasGood;
+ bool bursting;
+ unsigned int keylength;
+ std::string ModuleList;
+ std::map<std::string,std::string> CapKeys;
+ Module* Hook;
+
+ public:
+
+ /** Because most of the I/O gubbins are encapsulated within
+ * InspSocket, we just call the superclass constructor for
+ * most of the action, and append a few of our own values
+ * to it.
+ */
+ TreeSocket(SpanningTreeUtilities* Util, InspIRCd* SI, std::string host, int port, bool listening, unsigned long maxtime, Module* HookMod = NULL);
+
+ TreeSocket(SpanningTreeUtilities* Util, InspIRCd* SI, std::string host, int port, bool listening, unsigned long maxtime, std::string ServerName, Module* HookMod = NULL);
+
+ /** When a listening socket gives us a new file descriptor,
+ * we must associate it with a socket without creating a new
+ * connection. This constructor is used for this purpose.
+ */
+ TreeSocket(SpanningTreeUtilities* Util, InspIRCd* SI, int newfd, char* ip, Module* HookMod = NULL);
+
+ ServerState GetLinkState();
+
+ Module* GetHook();
+
+ ~TreeSocket();
+
+ /** When an outbound connection finishes connecting, we receive
+ * this event, and must send our SERVER string to the other
+ * side. If the other side is happy, as outlined in the server
+ * to server docs on the inspircd.org site, the other side
+ * will then send back its own server string.
+ */
+ virtual bool OnConnected();
+
+ virtual void OnError(InspSocketError e);
+
+ virtual int OnDisconnect();
+
+ /** Recursively send the server tree with distances as hops.
+ * This is used during network burst to inform the other server
+ * (and any of ITS servers too) of what servers we know about.
+ * If at any point any of these servers already exist on the other
+ * end, our connection may be terminated. The hopcounts given
+ * by this function are relative, this doesn't matter so long as
+ * they are all >1, as all the remote servers re-calculate them
+ * to be relative too, with themselves as hop 0.
+ */
+ void SendServers(TreeServer* Current, TreeServer* s, int hops);
+
+ std::string MyCapabilities();
+
+ void SendCapabilities();
+
+ /* Check a comma seperated list for an item */
+ bool HasItem(const std::string &list, const std::string &item);
+
+ /* Isolate and return the elements that are different between two comma seperated lists */
+ std::string ListDifference(const std::string &one, const std::string &two);
+
+ bool Capab(const std::deque<std::string> &params);
+
+ /** This function forces this server to quit, removing this server
+ * and any users on it (and servers and users below that, etc etc).
+ * It's very slow and pretty clunky, but luckily unless your network
+ * is having a REAL bad hair day, this function shouldnt be called
+ * too many times a month ;-)
+ */
+ void SquitServer(std::string &from, TreeServer* Current);
+
+ /** This is a wrapper function for SquitServer above, which
+ * does some validation first and passes on the SQUIT to all
+ * other remaining servers.
+ */
+ void Squit(TreeServer* Current, const std::string &reason);
+
+ /** FMODE command - server mode with timestamp checks */
+ bool ForceMode(const std::string &source, std::deque<std::string> &params);
+
+ /** FTOPIC command */
+ bool ForceTopic(const std::string &source, std::deque<std::string> &params);
+
+ /** FJOIN, similar to TS6 SJOIN, but not quite. */
+ bool ForceJoin(const std::string &source, std::deque<std::string> &params);
+
+ /** NICK command */
+ bool IntroduceClient(const std::string &source, std::deque<std::string> &params);
+
+ /** Send one or more FJOINs for a channel of users.
+ * If the length of a single line is more than 480-NICKMAX
+ * in length, it is split over multiple lines.
+ */
+ void SendFJoins(TreeServer* Current, chanrec* c);
+
+ /** Send G, Q, Z and E lines */
+ void SendXLines(TreeServer* Current);
+
+ /** Send channel modes and topics */
+ void SendChannelModes(TreeServer* Current);
+
+ /** send all users and their oper state/modes */
+ void SendUsers(TreeServer* Current);
+
+ /** This function is called when we want to send a netburst to a local
+ * server. There is a set order we must do this, because for example
+ * users require their servers to exist, and channels require their
+ * users to exist. You get the idea.
+ */
+ void DoBurst(TreeServer* s);
+
+ /** This function is called when we receive data from a remote
+ * server. We buffer the data in a std::string (it doesnt stay
+ * there for long), reading using InspSocket::Read() which can
+ * read up to 16 kilobytes in one operation.
+ *
+ * IF THIS FUNCTION RETURNS FALSE, THE CORE CLOSES AND DELETES
+ * THE SOCKET OBJECT FOR US.
+ */
+ virtual bool OnDataReady();
+
+ int WriteLine(std::string line);
+
+ /* Handle ERROR command */
+ bool Error(std::deque<std::string> &params);
+
+ /** remote MOTD. leet, huh? */
+ bool Motd(const std::string &prefix, std::deque<std::string> &params);
+
+ /** remote ADMIN. leet, huh? */
+ bool Admin(const std::string &prefix, std::deque<std::string> &params);
+
+ bool Stats(const std::string &prefix, std::deque<std::string> &params);
+
+ /** Because the core won't let users or even SERVERS set +o,
+ * we use the OPERTYPE command to do this.
+ */
+ bool OperType(const std::string &prefix, std::deque<std::string> &params);
+
+ /** Because Andy insists that services-compatible servers must
+ * implement SVSNICK and SVSJOIN, that's exactly what we do :p
+ */
+ bool ForceNick(const std::string &prefix, std::deque<std::string> &params);
+
+ /*
+ * Remote SQUIT (RSQUIT). Routing works similar to SVSNICK: Route it to the server that the target is connected to locally,
+ * then let that server do the dirty work (squit it!). Example:
+ * A -> B -> C -> D: oper on A squits D, A routes to B, B routes to C, C notices D connected locally, kills it. -- w00t
+ */
+ bool RemoteSquit(const std::string &prefix, std::deque<std::string> &params);
+
+ bool ServiceJoin(const std::string &prefix, std::deque<std::string> &params);
+
+ bool RemoteRehash(const std::string &prefix, std::deque<std::string> &params);
+
+ bool RemoteKill(const std::string &prefix, std::deque<std::string> &params);
+
+ bool LocalPong(const std::string &prefix, std::deque<std::string> &params);
+
+ bool MetaData(const std::string &prefix, std::deque<std::string> &params);
+
+ bool ServerVersion(const std::string &prefix, std::deque<std::string> &params);
+
+ bool ChangeHost(const std::string &prefix, std::deque<std::string> &params);
+
+ bool AddLine(const std::string &prefix, std::deque<std::string> &params);
+
+ bool ChangeName(const std::string &prefix, std::deque<std::string> &params);
+
+ bool Whois(const std::string &prefix, std::deque<std::string> &params);
+
+ bool Push(const std::string &prefix, std::deque<std::string> &params);
+
+ bool HandleSetTime(const std::string &prefix, std::deque<std::string> &params);
+
+ bool Time(const std::string &prefix, std::deque<std::string> &params);
+
+ bool LocalPing(const std::string &prefix, std::deque<std::string> &params);
+
+ bool RemoveStatus(const std::string &prefix, std::deque<std::string> &params);
+
+ bool RemoteServer(const std::string &prefix, std::deque<std::string> &params);
+
+ bool Outbound_Reply_Server(std::deque<std::string> &params);
+
+ bool Inbound_Server(std::deque<std::string> &params);
+
+ void Split(const std::string &line, std::deque<std::string> &n);
+
+ bool ProcessLine(std::string &line);
+
+ virtual std::string GetName();
+
+ virtual void OnTimeout();
+
+ virtual void OnClose();
+
+ virtual int OnIncomingConnection(int newsock, char* ip);
+};
+
+#endif