as cptr->from is NOT (necessarily) the server where cptr is connected to.
So we now call it cptr->direction since it indicates the directly connected
server (or &me)... in other words: the direction of the client path.
old authentication types that are already deprecated in UnrealIRCd 4.x.
They don't contain any rounds which means they can be cracked at a rate of
millions per second. Use the secure hashing type 'argon2' instead
(or, if you must, use the less secure 'bcrypt' type).
including things like CallCmdoverride() to CallCommandOverride().
Type changes like aTKline -> TKL and many more (in particular
aSomething to Something etc. such as aWatch to Watch) but these are
less used by 3rd party module coders.
aChannel to Channel, and some more. Third party module coders will
love this. But.. it makes things more logical and the doxygen output
will look more clean and logical as well.
(More changes will follow)
Still need to fix some FIXME/TODO items and things haven't been
fully tested yet, so server sync issues or crashes are still possible.
Release notes will be updated another day as well..
src/modules/tkl.c is the main one).
Also move DB writing/reading functions to src/misc.c so they can be
removed out of channeldb and tkldb.
Important note to current tkldb users:
Unfortunately due to the major cleanup I had to remove upgrading
for previously saved tkl db files. That seemed not worth the effort
for maybe <15 current users or so. It also makes the tkldb code
a lot more cleaner. Otherwise it would be a huge mess.
Currently a FIXME item: spamfilter support in RMTKL.
are IRCOp-only now, they will always be removed on deoper.
-extern Snomask *SnomaskAdd(Module *module, char ch, int unset_on_deoper, int (*allowed)(aClient *sptr, int what), long *mode);
+extern Snomask *SnomaskAdd(Module *module, char ch, int (*allowed)(aClient *sptr, int what), long *mode);
These are just remnants of the past, when +a was called channel protection.
It is called channel admin since as long as I can remember, and in 90%
of the code and documentation it is called that way.
Also, DoAccess() was already commented out in UnrealIRCd 4 or something.
This results in an empty finish_auth() function but that should be OK,
as ident checking takes place before parsing any other input IIRC.
and has various outstanding crash and 100% CPU issues.
We have been encouraging the PCRE2 engine since the start of
UnrealIRCd 4 already.
TRE is being phased out of U4 by the end of the year, so we can
safely remove it in U5 already.
Early commit, still cleaning up to do.
But what works is:
$define SERVER "hub.example.org"
$if SERVER == "hub.example.org"
link .... {
....
}
$endif
$if defined(SERVER)
....
$endif
And also we have mod-loaded() which even works half-way in a block
such as in helpop:
help Chmodes {
[..]
$if module-loaded("chanmodes/stripcolor")
" c = Block messages containing mIRC color codes [o]";
$endif
$if module-loaded("chanmodes/noctcp")
" C = No CTCPs allowed in the channel [h]";
$endif
};
As said, still need to cleanups and there are some limitations.
Also the idea is to be able to use defined values in variable names/values
but that has not yet been implemented.
This also includes buffer modifications to have a larger read buffer
and IRCv3 implementations (partial or not) for:
labeled-response, msgid, server-time, batch and account-tag.
As said, it is the initial and partial implementation.
There are still various FIXME's and TODO's, the API of various
functions may still change (actually that is true for the next
months, even) and some stuff is currently in the core that will
be moved to modules.