* | Inspire Internet Relay Chat Daemon |
* +------------------------------------+
*
- * InspIRCd: (C) 2002-2008 InspIRCd Development Team
- * See: http://www.inspircd.org/wiki/index.php/Credits
+ * 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.
*/
#include "inspircd.h"
-#include "commands/cmd_whois.h"
-#include "commands/cmd_stats.h"
-#include "socket.h"
-#include "wildcard.h"
#include "xline.h"
-#include "transport.h"
-#include "m_hash.h"
-#include "socketengine.h"
-#include "m_spanningtree/main.h"
-#include "m_spanningtree/utils.h"
-#include "m_spanningtree/treeserver.h"
-#include "m_spanningtree/link.h"
-#include "m_spanningtree/treesocket.h"
-#include "m_spanningtree/resolvers.h"
-#include "m_spanningtree/handshaketimer.h"
+#include "treesocket.h"
+#include "treeserver.h"
+#include "utils.h"
+
+/* $ModDep: m_spanningtree/utils.h m_spanningtree/treeserver.h m_spanningtree/treesocket.h */
-/* $ModDep: m_spanningtree/timesynctimer.h m_spanningtree/resolvers.h m_spanningtree/main.h m_spanningtree/utils.h m_spanningtree/treeserver.h m_spanningtree/link.h m_spanningtree/treesocket.h m_hash.h */
/*
* Yes, this function looks a little ugly.
* However, in some circumstances we may not have a User, so we need to do things this way.
* Returns 1 if colliding local client, 2 if colliding remote, 3 if colliding both.
- * Sends SVSNICKs as appropriate and forces nickchanges too.
+ * Sends SAVEs as appropriate and forces nickchanges too.
*/
-int TreeSocket::DoCollision(User *u, time_t remotets, const char *remoteident, const char *remoteip, const char *remoteuid)
+int TreeSocket::DoCollision(User *u, time_t remotets, const std::string &remoteident, const std::string &remoteip, const std::string &remoteuid)
{
/*
- * Under old protocol rules, we would have had to kill both clients.
- * Really, this sucks.
+ * Under old protocol rules, we would have had to kill both clients.
+ * Really, this sucks.
* These days, we have UID. And, so what we do is, force nick change client(s)
* involved according to timestamp rules.
*
- * RULES:
- * user@ip equal:
- * Force nick change on OLDER timestamped client
- * user@ip differ:
- * Force nick change on NEWER timestamped client
- * TS EQUAL:
- * FNC both.
- *
- * This stops abusive use of collisions, simplifies problems with loops, and so on.
+ * RULES:
+ * user@ip equal:
+ * Force nick change on OLDER timestamped client
+ * user@ip differ:
+ * Force nick change on NEWER timestamped client
+ * TS EQUAL:
+ * FNC both.
+ *
+ * This stops abusive use of collisions, simplifies problems with loops, and so on.
* -- w00t
*/
bool bChangeLocal = true;
bool bChangeRemote = true;
- /* for brevity, don't use the User */
- time_t localts = u->age;
- const char *localident = u->ident;
- const char *localip = u->GetIPString();
+ /* for brevity, don't use the User - use defines to avoid any copy */
+ #define localts u->age
+ #define localident u->ident
+ #define localip u->GetIPString()
/* mmk. let's do this again. */
if (remotets == localts)
/* fuck. now it gets complex. */
/* first, let's see if ident@host matches. */
- bool SamePerson = !strcmp(localident, remoteident)
- && !strcmp(localip, remoteip);
+ bool SamePerson = (localident == remoteident)
+ && (localip == remoteip);
/*
* if ident@ip is equal, and theirs is newer, or
}
}
+ /*
+ * Cheat a little here. Instead of a dedicated command to change UID,
+ * use SAVE and accept the losing client with its UID (as we know the SAVE will
+ * not fail under any circumstances -- UIDs are netwide exclusive).
+ *
+ * This means that each side of a collide will generate one extra NICK back to where
+ * they have just linked (and where it got the SAVE from), however, it will
+ * be dropped harmlessly as it will come in as :928AAAB NICK 928AAAB, and we already
+ * have 928AAAB's nick set to that.
+ * -- w00t
+ */
if (bChangeLocal)
{
- u->ForceNickChange(u->uuid);
+ /*
+ * Local-side nick needs to change. Just in case we are hub, and
+ * this "local" nick is actually behind us, send an SAVE out.
+ */
+ parameterlist params;
+ params.push_back(u->uuid);
+ params.push_back(ConvToStr(u->age));
+ Utils->DoOneToMany(ServerInstance->Config->GetSID(),"SAVE",params);
+
+ u->ForceNickChange(u->uuid.c_str());
if (!bChangeRemote)
return 1;
}
if (bChangeRemote)
{
+ User *remote = ServerInstance->FindUUID(remoteuid);
/*
- * Cheat a little here. Instead of a dedicated command to change UID,
- * use SVSNICK and accept their client with it's UID (as we know the SVSNICK will
- * not fail under any circumstances -- UIDs are netwide exclusive).
- *
- * This means that each side of a collide will generate one extra NICK back to where
- * they have just linked (and where it got the SVSNICK from), however, it will
- * be dropped harmlessly as it will come in as :928AAAB NICK 928AAAB, and we already
- * have 928AAAB's nick set to that.
- * -- w00t
+ * remote side needs to change. If this happens, we will modify
+ * the UID or halt the propagation of the nick change command,
+ * so other servers don't need to see the SAVE
*/
- User *remote = this->Instance->FindUUID(remoteuid);
+ WriteLine(std::string(":")+ServerInstance->Config->GetSID()+" SAVE "+remoteuid+" "+ ConvToStr(remotets));
if (remote)
{
- /* buh.. nick change collide. force change their nick. */
- remote->ForceNickChange(remote->uuid);
- }
- else
- {
- /* user has not been introduced yet, just inform their server */
- this->WriteLine(std::string(":")+this->Instance->Config->GetSID()+" SVSNICK "+remoteuid+" " + remoteuid + " " + ConvToStr(remotets));
+ /* nick change collide. Force change their nick. */
+ remote->ForceNickChange(remoteuid.c_str());
}
if (!bChangeLocal)