unsigned long statsConnects;
/** Total bytes of data transmitted
*/
- double statsSent;
+ unsigned long statsSent;
/** Total bytes of data received
*/
- double statsRecv;
+ unsigned long statsRecv;
/** Cpu usage at last sample
*/
timeval LastCPU;
*/
serverstats()
: statsAccept(0), statsRefused(0), statsUnknown(0), statsCollisions(0), statsDns(0),
- statsDnsGood(0), statsDnsBad(0), statsConnects(0), statsSent(0.0), statsRecv(0.0)
+ statsDnsGood(0), statsDnsBad(0), statsConnects(0), statsSent(0), statsRecv(0)
{
}
};
DEFINE_HANDLER2(IsNickHandler, bool, const char*, size_t);
+DEFINE_HANDLER2(GenRandomHandler, void, char*, size_t);
DEFINE_HANDLER1(IsIdentHandler, bool, const char*);
DEFINE_HANDLER1(FloodQuitUserHandler, void, User*);
DEFINE_HANDLER2(IsChannelHandler, bool, const char*, size_t);
IsChannelHandler HandleIsChannel;
IsSIDHandler HandleIsSID;
RehashHandler HandleRehash;
+ GenRandomHandler HandleGenRandom;
/** Globally accessible fake user record. This is used to force mode changes etc across s2s, etc.. bit ugly, but.. better than how this was done in 1.1
* Reason for it:
/** Update the current time. Don't call this unless you have reason to do so. */
void UpdateTime();
+ /** Generate a random string with the given length
+ * @param length The length in bytes
+ * @param printable if false, the string will use characters 0-255; otherwise,
+ * it will be limited to 0x30-0x7E ('0'-'~', nonspace printable characters)
+ */
+ std::string GenRandomStr(int length, bool printable = true);
+ /** Generate a random integer.
+ * This is generally more secure than rand()
+ */
+ unsigned long GenRandomInt(unsigned long max);
+
+ /** Fill a buffer with random bits */
+ caller2<void, char*, size_t> GenRandom;
+
/** Bind all ports specified in the configuration file.
* @return The number of ports bound without error
*/