// 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 #include "users.h" #include "channels.h" #include "modules.h" /* $ModDesc: Provides masking of user hostnames */ Server *Srv; void handle_globops(char **parameters, int pcnt, userrec *user) { std::string line = ""; for (int i = 0; i < pcnt; i++) { line = line + string(parameters[i]) + " "; } Srv->SendToModeMask("og",WM_AND,line); } class ModuleGlobops : public Module { public: ModuleGlobops() { Srv = new Server; if (!Srv->AddExtendedMode('g',MT_CLIENT,true,0,0)) { Srv->Log(DEFAULT,"*** m_globops: ERROR, failed to allocate user mode +g!"); printf("Could not claim usermode +g for this module!"); exit(0); } Srv->AddCommand("GLOBOPS",handle_globops,'o',1); } virtual ~ModuleGlobops() { delete Srv; } virtual Version GetVersion() { return Version(1,0,0,1); } virtual bool OnExtendedMode(userrec* user, void* target, char modechar, int type, bool mode_on, string_list ¶ms) { // check if this is our mode character... if ((modechar == 'g') && (type == MT_CLIENT)) { // we dont actually do anything with the mode in this module - // just tell the core its been claimed and is ok to give users. return 1; } else { // this mode isn't ours, we have to bail and return 0 to not handle it. return 0; } } virtual void OnOper(userrec* user) { char* modes[2]; // only two parameters modes[0] = user->nick; // first parameter is the nick modes[1] = "+g"; // second parameter is the mode Srv->SendMode(modes,2,user); // send these, forming the command "MODE +g" } }; // stuff down here is the module-factory stuff. For basic modules you can ignore this. class ModuleGlobopsFactory : public ModuleFactory { public: ModuleGlobopsFactory() { } ~ModuleGlobopsFactory() { } virtual Module * CreateModule() { return new ModuleGlobops; } }; extern "C" void * init_module( void ) { return new ModuleGlobopsFactory; }