* | Inspire Internet Relay Chat Daemon |
* +------------------------------------+
*
- * InspIRCd: (C) 2002-2007 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.
#ifndef __TREESOCKET_H__
#define __TREESOCKET_H__
-#include "configreader.h"
-#include "users.h"
-#include "channels.h"
-#include "modules.h"
#include "commands/cmd_whois.h"
#include "commands/cmd_stats.h"
#include "socket.h"
#include "inspircd.h"
-#include "wildcard.h"
#include "xline.h"
#include "transport.h"
* 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.
- * The LISTENER state indicates a socket which is listening
- * for connections. It cannot receive data itself, only incoming
- * sockets.
- * The CONNECTING state indicates an outbound socket which is
- * waiting to be writeable.
- * The WAIT_AUTH_1 state indicates the socket is outbound and
- * has successfully connected, but has not yet sent and received
- * SERVER strings.
- * The WAIT_AUTH_2 state indicates that the socket is inbound
- * (allocated by a LISTENER) but has not yet sent and received
- * SERVER strings.
- * The CONNECTED state represents a fully authorized, fully
- * connected server.
+ *
+ * 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 { LISTENER, CONNECTING, WAIT_AUTH_1, WAIT_AUTH_2, CONNECTED };
+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 InspSocket, can be tied into
+ * 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
* maintain a list of servers, some of which are directly connected,
* some of which are not.
*/
-class TreeSocket : public InspSocket
+class TreeSocket : public BufferedSocket
{
SpanningTreeUtilities* Utils; /* Utility class */
std::string myhost; /* Canonical hostname */
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? */
- bool bursting; /* True if not finished bursting yet */
unsigned int keylength; /* Is this still used? */
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 */
public:
/** Because most of the I/O gubbins are encapsulated within
- * InspSocket, 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, bool listening, unsigned long maxtime, Module* HookMod = NULL);
-
- /** Because most of the I/O gubbins are encapsulated within
- * InspSocket, we just call the superclass constructor for
+ * 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, bool listening, unsigned long maxtime, const std::string &ServerName, const std::string &bindto, Module* HookMod = NULL);
+ 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
*/
void SetTheirChallenge(const std::string &c);
+ /** Compare two passwords based on authentication scheme
+ */
+ bool ComparePass(const std::string &ours, const std::string &theirs);
+
/** Return the module which we are hooking to for I/O encapsulation
*/
Module* GetHook();
/** Construct a password, optionally hashed with the other side's
* challenge string
*/
- std::string MakePass(const std::string &password);
+ 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
/** Handle socket error event
*/
- virtual void OnError(InspSocketError e);
+ 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
*/
/** FJOIN, similar to TS6 SJOIN, but not quite. */
bool ForceJoin(const std::string &source, std::deque<std::string> ¶ms);
- /** NICK command */
- bool IntroduceClient(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, chanrec* c);
+ void SendFJoins(TreeServer* Current, Channel* c);
/** Send G, Q, Z and E lines */
void SendXLines(TreeServer* Current);
/** 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 InspSocket::Read() which can
+ * 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
/** Send one or more complete lines down the socket
*/
- int WriteLine(std::string line);
+ void WriteLine(std::string line);
/** Handle ERROR command */
bool Error(std::deque<std::string> ¶ms);
*/
bool ForceNick(const std::string &prefix, std::deque<std::string> ¶ms);
- bool OperQuit(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);
- /** Remote SQUIT (RSQUIT). Routing works similar to SVSNICK: Route it to the server that the target is connected to locally,
- * then let that server do the dirty work (squit it!). Example:
- * A -> B -> C -> D: oper on A squits D, A routes to B, B routes to C, C notices D connected locally, kills it. -- w00t
+ /** ENCAP command
*/
- bool RemoteSquit(const std::string &prefix, std::deque<std::string> ¶ms);
+ 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);
- /** REHASH
+ /** SVSPART
*/
- bool RemoteRehash(const std::string &prefix, std::deque<std::string> ¶ms);
+ bool ServicePart(const std::string &prefix, std::deque<std::string> ¶ms);
/** KILL
*/
*/
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);
*/
bool Push(const std::string &prefix, std::deque<std::string> ¶ms);
- /** SETTIME
- */
- bool HandleSetTime(const std::string &prefix, std::deque<std::string> ¶ms);
-
/** TIME
*/
bool Time(const std::string &prefix, std::deque<std::string> ¶ms);
/** Handle socket close event
*/
virtual void OnClose();
+};
- /** Handle incoming connection event
- */
- virtual int OnIncomingConnection(int newsock, char* ip);
+/* 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