/* +------------------------------------+ * | Inspire Internet Relay Chat Daemon | * +------------------------------------+ * * InspIRCd: (C) 2002-2009 InspIRCd Development Team * See: http://wiki.inspircd.org/Credits * * This program is free but copyrighted software; see * the file COPYING for details. * * --------------------------------------------------- */ #ifndef __TREESOCKET_H__ #define __TREESOCKET_H__ #include "commands/cmd_whois.h" #include "commands/cmd_stats.h" #include "socket.h" #include "inspircd.h" #include "xline.h" #include "../transport.h" #include "utils.h" #include "handshaketimer.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. */ enum ServerState { 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 BufferedSocket, 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 BufferedSocket { SpanningTreeUtilities* Utils; /* Utility class */ std::string myhost; /* Canonical hostname */ std::string in_buffer; /* Input buffer */ ServerState LinkState; /* Link state */ std::string InboundServerName; /* Server name sent to us by other side */ std::string InboundDescription; /* Server description (GECOS) sent to us by the other side */ std::string InboundSID; /* Server ID sent to us by the other side */ int num_lost_users; /* Users lost in split */ int num_lost_servers; /* Servers lost in split */ time_t NextPing; /* Time when we are due to ping this server */ bool LastPingWasGood; /* Responded to last ping we sent? */ std::string ModuleList; /* Module list of other server from CAPAB */ std::map CapKeys; /* CAPAB keys from other server */ Module* Hook; /* I/O hooking module that we're attached to for this socket */ std::string ourchallenge; /* Challenge sent for challenge/response */ std::string theirchallenge; /* Challenge recv for challenge/response */ std::string OutboundPass; /* Outbound password */ bool sentcapab; /* Have sent CAPAB already */ bool auth_fingerprint; /* Did we auth using SSL fingerprint */ bool auth_challenge; /* Did we auth using challenge/response */ public: HandshakeTimer* hstimer; /* Handshake timer, needed to work around I/O hook buffering */ /** 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(SpanningTreeUtilities* Util, InspIRCd* SI, std::string host, int port, unsigned long maxtime, const std::string &ServerName, const std::string &bindto, 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); /** 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(); /** Return the module which we are hooking to for I/O encapsulation */ Module* GetHook(); /** Destructor */ ~TreeSocket(); /** Generate random string used for challenge-response auth */ std::string RandString(unsigned int length); /** 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. */ virtual bool OnConnected(); /** Handle socket error event */ virtual void OnError(BufferedSocketError e); /** Sends an error to the remote server, and displays it locally to show * that it was sent. */ void SendError(const std::string &errormessage); /** Handle socket disconnect event */ 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); /** Returns my capabilities as a string */ std::string MyCapabilities(); /** Send my capabilities to the remote side */ 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 ¶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); /** 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 ¶ms); /** FTOPIC command */ bool ForceTopic(const std::string &source, std::deque ¶ms); /** FJOIN, similar to TS6 SJOIN, but not quite. */ bool ForceJoin(const std::string &source, std::deque ¶ms); /* Used on nick collision ... XXX ugly function HACK */ int DoCollision(User *u, time_t remotets, const std::string &remoteident, const std::string &remoteip, const std::string &remoteuid); /** UID command */ bool ParseUID(const std::string &source, std::deque ¶ms); /** 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, Channel* 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 BufferedSocket::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(); /** Send one or more complete lines down the socket */ void WriteLine(std::string line); /** Handle ERROR command */ bool Error(std::deque ¶ms); /** remote MOTD. leet, huh? */ bool Motd(const std::string &prefix, std::deque ¶ms); /** remote ADMIN. leet, huh? */ bool Admin(const std::string &prefix, std::deque ¶ms); /** Remote MODULES */ bool Modules(const std::string &prefix, std::deque ¶ms); bool Stats(const std::string &prefix, std::deque ¶ms); /** 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 ¶ms); /** 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 ¶ms); /** PRIVMSG or NOTICE with server origin ONLY */ bool ServerMessage(const std::string &messagetype, const std::string &prefix, std::deque ¶ms, const std::string &sourceserv); /** ENCAP command */ bool Encap(const std::string &prefix, std::deque ¶ms); /** OPERQUIT command */ bool OperQuit(const std::string &prefix, std::deque ¶ms); /** SVSJOIN */ bool ServiceJoin(const std::string &prefix, std::deque ¶ms); /** SVSPART */ bool ServicePart(const std::string &prefix, std::deque ¶ms); /** KILL */ bool RemoteKill(const std::string &prefix, std::deque ¶ms); /** PONG */ bool LocalPong(const std::string &prefix, std::deque ¶ms); /** METADATA */ bool MetaData(const std::string &prefix, std::deque ¶ms); /** VERSION */ bool ServerVersion(const std::string &prefix, std::deque ¶ms); /** CHGHOST */ bool ChangeHost(const std::string &prefix, std::deque ¶ms); /** ADDLINE */ bool AddLine(const std::string &prefix, std::deque ¶ms); /** DELLINE */ bool DelLine(const std::string &prefix, std::deque ¶ms); /** CHGNAME */ bool ChangeName(const std::string &prefix, std::deque ¶ms); /** WHOIS */ bool Whois(const std::string &prefix, std::deque ¶ms); /** PUSH */ bool Push(const std::string &prefix, std::deque ¶ms); /** TIME */ bool Time(const std::string &prefix, std::deque ¶ms); /** PING */ bool LocalPing(const std::string &prefix, std::deque ¶ms); /** Remove all modes from a channel, including statusmodes (+qaovh etc), simplemodes, parameter modes. * This does not update the timestamp of the target channel, this must be done seperately. */ bool RemoveStatus(const std::string &prefix, std::deque ¶ms); /** <- (remote) <- SERVER */ bool RemoteServer(const std::string &prefix, std::deque ¶ms); /** (local) -> SERVER */ bool Outbound_Reply_Server(std::deque ¶ms); /** (local) <- SERVER */ bool Inbound_Server(std::deque ¶ms); /** Handle netsplit */ void Split(const std::string &line, std::deque &n); /** Process complete line from buffer */ bool ProcessLine(std::string &line); /** Get this server's name */ virtual std::string GetName(); /** Handle socket timeout from connect() */ virtual void OnTimeout(); /** Handle socket close event */ virtual void OnClose(); }; /* Used to validate the value lengths of multiple parameters for a command */ struct cmd_validation { const char* item; size_t param; size_t length; }; /* Used to validate the length values in CAPAB CAPABILITIES */ struct cap_validation { const char* reason; const char* key; size_t size; }; #endif