/* * InspIRCd -- Internet Relay Chat Daemon * * Copyright (C) 2009-2010 Daniel De Graaf * Copyright (C) 2008 Robin Burchell * Copyright (C) 2007 Dennis Friis * Copyright (C) 2007 Craig Edwards * * This file is part of InspIRCd. InspIRCd is free software: you can * redistribute it and/or modify it under the terms of the GNU General Public * License as published by the Free Software Foundation, version 2. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #pragma once #include "inspircd.h" #include "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. * * CONNECTING: indicates an outbound socket which is * waiting to be writeable. * WAIT_AUTH_1: indicates the socket is outbound and * has successfully connected, but has not * yet sent and received SERVER strings. * WAIT_AUTH_2: indicates that the socket is inbound * but has not yet sent and received * SERVER strings. * CONNECTED: represents a fully authorized, fully * connected server. * DYING: represents a server that has had an error. */ enum ServerState { CONNECTING, WAIT_AUTH_1, WAIT_AUTH_2, CONNECTED, DYING }; struct CapabData { reference link; /* Link block used for this connection */ reference ac; /* Autoconnect used to cause this connection, if any */ std::string ModuleList; /* Required module list of other server from CAPAB */ std::string OptModuleList; /* Optional module list of other server from CAPAB */ std::string ChanModes; std::string UserModes; std::map CapKeys; /* CAPAB keys from other server */ std::string ourchallenge; /* Challenge sent for challenge/response */ std::string theirchallenge; /* Challenge recv for challenge/response */ int capab_phase; /* Have sent CAPAB already */ bool auth_fingerprint; /* Did we auth using SSL fingerprint */ bool auth_challenge; /* Did we auth using challenge/response */ // Data saved from incoming SERVER command, for later use when our credentials have been accepted by the other party std::string description; std::string sid; std::string name; bool hidden; }; /** Every SERVER connection inbound or outbound is represented by an object of * type TreeSocket. During setup, the object can be found in Utils->timeoutlist; * after setup, MyRoot will have been created as a child of Utils->TreeRoot */ class TreeSocket : public BufferedSocket { std::string linkID; /* Description for this link */ ServerState LinkState; /* Link state */ CapabData* capab; /* Link setup data (held until burst is sent) */ TreeServer* MyRoot; /* The server we are talking to */ time_t NextPing; /* Time when we are due to ping this server */ bool LastPingWasGood; /* Responded to last ping we sent? */ int proto_version; /* Remote protocol version */ bool ConnectionFailureShown; /* Set to true if a connection failure message was shown */ /** Checks if the given servername and sid are both free */ bool CheckDuplicate(const std::string& servername, const std::string& sid); public: const time_t age; /** Because most of the I/O gubbins are encapsulated within * BufferedSocket, we just call the superclass constructor for * most of the action, and append a few of our own values * to it. */ TreeSocket(Link* link, Autoconnect* myac, const std::string& ipaddr); /** 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(int newfd, ListenSocket* via, irc::sockets::sockaddrs* client, irc::sockets::sockaddrs* server); /** Get link state */ ServerState GetLinkState(); /** Get challenge set in our CAPAB for challenge/response */ const std::string& GetOurChallenge(); /** Get challenge set in our CAPAB for challenge/response */ void SetOurChallenge(const std::string &c); /** Get challenge set in their CAPAB for challenge/response */ const std::string& GetTheirChallenge(); /** Get challenge set in their CAPAB for challenge/response */ void SetTheirChallenge(const std::string &c); /** Compare two passwords based on authentication scheme */ bool ComparePass(const Link& link, const std::string &theirs); /** Clean up information used only during server negotiation */ void CleanNegotiationInfo(); CullResult cull(); /** Destructor */ ~TreeSocket(); /** Construct a password, optionally hashed with the other side's * challenge string */ std::string MakePass(const std::string &password, const std::string &challenge); /** 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. */ void OnConnected(); /** Handle socket error event */ void OnError(BufferedSocketError e) CXX11_OVERRIDE; /** Sends an error to the remote server, and displays it locally to show * that it was sent. */ void SendError(const std::string &errormessage); /** 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. */ void SendServers(TreeServer* Current, TreeServer* s); /** Returns module list as a string, filtered by filter * @param filter a module version bitmask, such as VF_COMMON or VF_OPTCOMMON */ std::string MyModules(int filter); /** Send my capabilities to the remote side */ void SendCapabilities(int phase); /* Isolate and return the elements that are different between two lists */ void ListDifference(const std::string &one, const std::string &two, char sep, std::string& mleft, std::string& mright); bool Capab(const parameterlist ¶ms); /** 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, int& num_lost_servers, int& num_lost_users); /** 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); /** 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(Channel* c); /** Send G, Q, Z and E lines */ void SendXLines(); /** Send all known information about a channel */ void SyncChannel(Channel* chan); /** send all users and their oper state/modes */ void SendUsers(); /** 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. */ void OnDataReady(); /** Send one or more complete lines down the socket */ void WriteLine(std::string line); /** Handle ERROR command */ void Error(parameterlist ¶ms); /** (local) -> SERVER */ bool Outbound_Reply_Server(parameterlist ¶ms); /** (local) <- SERVER */ bool Inbound_Server(parameterlist ¶ms); /** Handle IRC line split */ void Split(const std::string &line, std::string& prefix, std::string& command, parameterlist ¶ms); /** Process complete line from buffer */ void ProcessLine(std::string &line); void ProcessConnectedLine(std::string& prefix, std::string& command, parameterlist& params); /** Handle socket timeout from connect() */ void OnTimeout(); /** Handle server quit on close */ void Close(); /** Returns true if this server was introduced to the rest of the network */ bool Introduced(); /** Fixes messages coming from old servers so the new command handlers understand them */ bool PreProcessOldProtocolMessage(User*& who, std::string& cmd, std::vector& params); };