// Hostname cloaking (+x mode) module for inspircd. // version 1.0.0.1 by brain (C. J. Edwards) Mar 2004. // // When loaded this module will automatically set the // +x mode on all connecting clients. // // Setting +x on a client causes the module to change the // dhost entry (displayed host) for each user who has the // mode, cloaking their host. Unlike unreal, the algorithm // is non-reversible as uncloaked hosts are passed along // the server->server link, and all encoding of hosts is // done locally on the server by this module. #include #include "users.h" #include "channels.h" #include "modules.h" /* $ModDesc: Provides masking of user hostnames */ class ModuleCloaking : public Module { private: Server *Srv; public: ModuleCloaking() { // We must create an instance of the Server class to work with Srv = new Server; // we must create a new mode. Set the parameters so the // mode doesn't require oper, and is a client usermode // with no parameters (actually, you cant have params for a umode!) if (!Srv->AddExtendedMode('x',MT_CLIENT,false,0,0)) { // we couldn't claim mode x... possibly anther module has it, // this might become likely to happen if there are a lot of 3rd // party modules around in the future -- any 3rd party modules // SHOULD implement a system of configurable mode letters (e.g. // from a config file) Srv->Log(DEFAULT,"*** m_cloaking: ERROR, failed to allocate user mode +x!"); printf("Could not claim usermode +x for this module!"); exit(0); } } virtual ~ModuleCloaking() { // not really neccessary, but free it anyway delete Srv; } virtual Version GetVersion() { // returns the version number of the module to be // listed in /MODULES return Version(1,0,0,1); } virtual int OnExtendedMode(userrec* user, void* target, char modechar, int type, bool mode_on, string_list ¶ms) { // this method is called for any extended mode character. // all module modes for all modules pass through here // (unless another module further up the chain claims them) // so we must be VERY careful to only act upon modes which // we have claimed ourselves. This is a feature to allow // modules to 'spy' on extended mode activity if they so wish. log(DEBUG,"modechar=%c type=%d MT_CLIENT=%d",modechar,type,MT_CLIENT); if ((modechar == 'x') && (type == MT_CLIENT)) { Srv->Log(DEBUG,"Mode x being handled"); // OnExtendedMode gives us a void* as the target, we must cast // it into a userrec* or a chanrec* depending on the value of // the 'type' parameter (MT_CLIENT or MT_CHANNEL) userrec* dest = (userrec*)target; // we've now determined that this is our mode character... // is the user adding the mode to their list or removing it? if (mode_on) { // the mode is being turned on - so attempt to // allocate the user a cloaked host using a non-reversible // algorithm (its simple, but its non-reversible so the // simplicity doesnt really matter). This algorithm // will not work if the user has only one level of domain // naming in their hostname (e.g. if they are on a lan or // are connecting via localhost) -- this doesnt matter much. if (strchr(dest->host,'.')) { // in inspircd users have two hostnames. A displayed // hostname which can be modified by modules (e.g. // to create vhosts, implement chghost, etc) and a // 'real' hostname which you shouldnt write to. std::string a = strstr(dest->host,"."); char ra[64]; long seed,s2; memcpy(&seed,dest->host,sizeof(long)); memcpy(&s2,a.c_str(),sizeof(long)); sprintf(ra,"%.8X",seed*s2*strlen(dest->host)); std::string b = Srv->GetNetworkName() + "-" + ra + a; Srv->Log(DEBUG,"cloak: allocated "+b); Srv->ChangeHost(user,b); } } else { // user is removing the mode, so just restore their real host // and make it match the displayed one. Srv->ChangeHost(user,user->host); } // this mode IS ours, and we have handled it. If we chose not to handle it, // for example the user cannot cloak as they have a vhost or such, then // we could return 0 here instead of 1 and the core would not send the mode // change to the user. return 1; } else { // this mode isn't ours, we have to bail and return 0 to not handle it. return 0; } } virtual void OnUserConnect(userrec* user) { // Heres the weird bit. When a user connects we must set +x on them, so // we're going to use the SendMode method of the Server class to send // the mode to the client. This is basically the same as sending an // SAMODE in unreal. Note that to the user it will appear as if they set // the mode on themselves. char* modes[2]; // only two parameters modes[0] = user->nick; // first parameter is the nick modes[1] = "+x"; // second parameter is the mode Srv->SendMode(modes,2,user); // send these, forming the command "MODE +x" } }; // stuff down here is the module-factory stuff. For basic modules you can ignore this. class ModuleCloakingFactory : public ModuleFactory { public: ModuleCloakingFactory() { } ~ModuleCloakingFactory() { } virtual Module * CreateModule() { return new ModuleCloaking; } }; extern "C" void * init_module( void ) { return new ModuleCloakingFactory; }