set::central-blocklist::spamreport and ::spamreport-enabled are now GONE.
We now require a normal spamreport block, just like for other spamreport
functionality. So, if you want to enable this feature, use:
spamreport unrealircd { type central-spamreport; }
See https://www.unrealircd.org/docs/Central_spamreport for all info.
You can use CBL with central spamreport or central spamreport without CBL.
All explained at that URL.
This is mainly for the (less usual) case when someone wants to
use SPAMREPORT but does NOT want to use CBL:
set {
central-blocklist {
blocklist-enabled no;
spamreport-enabled yes;
}
}
Also documented at https://www.unrealircd.org/docs/Central_spamreport
under 'Configuration'
... in case you want to do fine-tuning.
Defaults to DOWNLOAD_CONNECT_TIMEOUT (15 seconds) and
DOWNLOAD_TRANSFER_TIMEOUT (20 seconds).
For example, the module manager uses a shorter timeout of 7 and 20.
(that was already the case, but now it uses the generic api so
it needed an option to set it to those values)
"./unrealircd module upgrade" is called by "make install" and now that
we use generic URL framework, the src/url_curl.c did not take into
account that at that stage ~/unrealircd/conf/tls/curl-ca-bundle.crt
may not exist yet, so fallback to <source>/doc/conf/tls/curl-ca-bundle.crt.
The src/url_unreal.c already did that. As did the old modulemanager
code that was removed an hour ago.
No longer url_start_async(a,b,c,d,e,f,g,...) but usings structs so
simply url_start_async(tehstruct);
makes it easy to add fields later without forcing all modules to
change the prototype.
Work in progress....
The effect it had was actually *@host, so ident@* became *@* -grin-.
Was caused by add=0 at the server_ban_parse_mask() causing a check
not to happen. Fixed now.
Reported by Jellis in https://bugs.unrealircd.org/view.php?id=6358
This will hide the *LINE reason to other users if the *LINE contains the
IP of the user. This to protect the privacy of the user for cases such
as a KLINE due to a blacklist with a DroneBL URL.
Other possible settings are `no` (never hide, the previous default) and
`yes` to always hide the *LINE reason. In all cases the user affected by
the server ban can still see the reason and IRCOps too.
https://bugs.unrealircd.org/view.php?id=6362
The `watch-check` function now has a new argument which can be used to pass data to watch_notify callbacks.
New `watch_add` and `watch_del` hooks are called whenever new entries are created or removed.
New `monitor_notification` hook is called whenever a RPL_MONONLINE or RPL_MONOFFLINE is being sent, so a module can add its own notification besides it.
Nevermind, the solution to that problem was easy, can just
compare with the 'ircd' binary and in that way, leverage the
Makefile system decisions :D
https://bugs.unrealircd.org/view.php?id=6365
This is a quick fix for https://bugs.unrealircd.org/view.php?id=6365
The quick fix which causes 3rd party modules to be compiled always in
'make' and again in 'make install' (the latter is unintended).
Can look for something better later, I want to work on other stuff now ;D
That is, if a nick is specified. For an IP address obviously we won't.
This is needed later for when unrealircd api SPAMREPORT becomes
available, since remote servers don't have all the info.
Side-effect is that, if you only configured one server to do
spamreporting, that won't work anymore. But that is an unusual
case anyway, and now unsupported :D.
The LoadPersistent*()/SavePersistent*() functions caused moddata to be
tagged with ->unloaded=1. Though it seems it caused no real issues this
is not good... we now properly tag them as 0 and the like. Also did a
code cleanup / overhaul on that system as well.
For other ModData we now handle the case where a module is loaded with
with a newer version and that newer version is no longer having certain
moddata, eg the name changed or it no longer needs it.
KNOWN ISSUE:
Unfortunately we cannot call the free function for the old moddata that
is no longer being handled by the newer version of the module, since the
module is already unloaded. So this will result in a memory leak, but
not in a crash.
KNOWN ISSUE:
Similarly, for SavePersistentPointer() there is a free function, again
this is called just fine if the module is permanently unloaded but NOT
if the module is reloaded with the same name and no longer is interested
in the persistent pointer object. Again, here too, that would result
in a memory leak but not in a crash.
Fortunately the "known issues" are rare. Fixing these is impossible
with the current module API because modules are unloaded after MOD_TEST
and before MOD_INIT, and only after MOD_INIT we know which moddata
is handled by the new version of the module. To change that we would
need to keep the old module around until after MOD_INIT of the new
module (so we can call free functions in the old module), but that
means delaying the MOD_UNLOAD for the old modules until after MOD_INIT
of the new modules, which changes the sequence too much that i don't
dare to do that. For example, it would mean a database save routine
in the old module would only be called after MOD_INIT finished in the
new module, which may be unexpected since right now MOD_UNLOAD is
called before MOD_INIT and maybe the db loading is done in MOD_INIT,
which would need to be moved to MOD_LOAD. That's just one example,
there may be others. I think such a change can only be done on a major
UnrealIRCd version change, so we will have to live this for now.
As said, fortunately it is a corner case.
When a module was unloaded (for good) that used MODDATATYPE_CLIENT
or MODDATATYPE_LOCAL_CLIENT we walked the client_list/lclient_list
and freed the moddata entry for all these clients, but we did not
walk the unknown_list, so connections in process.
That's bad, because sometimes such moddata is allocated in
HOOKTYPE_HANDSHAKE or in other routines pre-connect and since
we skipped freeing them while the module was still loaded, it
means we leak memory since it is also not freed on user exit.
Since unloading modules permanently is not a common procedure,
combined with the timing of it happening during a handshake, it
took a while before this issue was found (and then easily fixed).
There's also another moddata issue, but that is for next commit.
[skip ci]
Post-handshake this was working fine, but before register_user() it was
always using nick!user@host, never using the ident and never ~ prefixing.
Now it just uses the usual rules that we have, which are: prefixing
with a ~ if ident lookups are enabled and failed, and without a ~
prefix if ident lookup succeeded or set::options::identd-check is off.
Reported by k4be.
This so you can match a literal * or ? via \* and \?
And do the same for allow channel { }.
This can break current configs if you have a deny channel for a channel
with a slash in it, since a \ which already sortof needed to be \\ in
the config file, now needs to be \\\\ (doesn't that look great?).
Fortunately slashes are not really common in channel names, let alone
deny channel { } configuration.
This fixes the issue where +e/+I ~operclass:name gets cut off if the
name contains any digits.
Reported by BlackBishop in https://bugs.unrealircd.org/view.php?id=6353
Also, we previously allowed any characters in the operclass, which is not
a great idea.
This is quite a bit higher than client DNS lookups (1500ms first, on retry 3000ms)
and is because some DNSBL are reported to be quite a bit slower than ordinary DNS.
(Maybe just some, but.. the higher timeout does not hurt anyone anyway)
Note that all this has no effect on client handshake times, as DNSBL checks are
done in the background. Only side-effect is that if we do get a "late hit" then
you may now see a kill a few seconds after the client is online (which was actually
already possible before too for quick clients, but.. yeah...)
These settings can be overriden via set::dns, these are the defaults:
set {
dns {
client {
timeout 1500;
retry 2;
}
dnsbl {
timeout 3000;
retry 2;
}
}
}
When you REHASH we will check if the values are different than the current
c-ares settings and if so, reinitialize the resolver. Reinitializing the
resolver will destroy outstanding DNS requests, eg DNS lookups for clients
currently connecting, but so be it. Not a super-huge issue since changing
this is rare.
Requested by BlackBishop in https://bugs.unrealircd.org/view.php?id=6306
With error messages about it possibly but also possibly not (silently failing).
This is actually quite bad because when the ircd is running, you could
happily add spamfilters with UTF8 like stuff, REHASH fine, but if you
then restart the IRCd would fail to boot due to a config error.
Reported by BlackBishop.
If you make a parser mistake in the config file, like a missing semicolon,
then under some circumstances the server may crash. Not always, it seems,
which explains why this bug is not reported that much.
For config-based spamfilters, the reason was not escaped, meaning that
spaces and underscores did not work as expected.
For example, in "STATS spamfilter" the spaces were displayed as-is
which means that the numeric output was not really parsable.
Apparently this bug exists since UnrealIRCd 5 already...