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|
/* +------------------------------------+
* | 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 "m_spanningtree/utils.h"
#include "m_spanningtree/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<std::string,std::string> 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<std::string> ¶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<std::string> ¶ms);
/** FTOPIC command */
bool ForceTopic(const std::string &source, std::deque<std::string> ¶ms);
/** FJOIN, similar to TS6 SJOIN, but not quite. */
bool ForceJoin(const std::string &source, std::deque<std::string> ¶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<std::string> ¶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<std::string> ¶ms);
/** remote MOTD. leet, huh? */
bool Motd(const std::string &prefix, std::deque<std::string> ¶ms);
/** remote ADMIN. leet, huh? */
bool Admin(const std::string &prefix, std::deque<std::string> ¶ms);
/** Remote MODULES */
bool Modules(const std::string &prefix, std::deque<std::string> ¶ms);
bool Stats(const std::string &prefix, std::deque<std::string> ¶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<std::string> ¶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<std::string> ¶ms);
/** PRIVMSG or NOTICE with server origin ONLY
*/
bool ServerMessage(const std::string &messagetype, const std::string &prefix, std::deque<std::string> ¶ms, const std::string &sourceserv);
/** ENCAP command
*/
bool Encap(const std::string &prefix, std::deque<std::string> ¶ms);
/** OPERQUIT command
*/
bool OperQuit(const std::string &prefix, std::deque<std::string> ¶ms);
/** SVSJOIN
*/
bool ServiceJoin(const std::string &prefix, std::deque<std::string> ¶ms);
/** SVSPART
*/
bool ServicePart(const std::string &prefix, std::deque<std::string> ¶ms);
/** KILL
*/
bool RemoteKill(const std::string &prefix, std::deque<std::string> ¶ms);
/** PONG
*/
bool LocalPong(const std::string &prefix, std::deque<std::string> ¶ms);
/** METADATA
*/
bool MetaData(const std::string &prefix, std::deque<std::string> ¶ms);
/** VERSION
*/
bool ServerVersion(const std::string &prefix, std::deque<std::string> ¶ms);
/** CHGHOST
*/
bool ChangeHost(const std::string &prefix, std::deque<std::string> ¶ms);
/** ADDLINE
*/
bool AddLine(const std::string &prefix, std::deque<std::string> ¶ms);
/** DELLINE
*/
bool DelLine(const std::string &prefix, std::deque<std::string> ¶ms);
/** CHGNAME
*/
bool ChangeName(const std::string &prefix, std::deque<std::string> ¶ms);
/** WHOIS
*/
bool Whois(const std::string &prefix, std::deque<std::string> ¶ms);
/** PUSH
*/
bool Push(const std::string &prefix, std::deque<std::string> ¶ms);
/** TIME
*/
bool Time(const std::string &prefix, std::deque<std::string> ¶ms);
/** PING
*/
bool LocalPing(const std::string &prefix, std::deque<std::string> ¶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<std::string> ¶ms);
/** <- (remote) <- SERVER
*/
bool RemoteServer(const std::string &prefix, std::deque<std::string> ¶ms);
/** (local) -> SERVER
*/
bool Outbound_Reply_Server(std::deque<std::string> ¶ms);
/** (local) <- SERVER
*/
bool Inbound_Server(std::deque<std::string> ¶ms);
/** Handle netsplit
*/
void Split(const std::string &line, std::deque<std::string> &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
|