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// 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 <stdio.h>
#include <string>
#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("g",WM_OR,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 <nick> +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;
}
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