These were not a surprise, but deliberate: we let the previous
clang-format commit be 100% clang-format job (so reproducable)
and after that we planend and did this commit, because we chose
to leave some stuff alone and do it manually.
This commit will (also) be added to .git-blame-ignore-revs
This reformats entire UnrealIRCd source code, according to
.clang-format which was previously commited.
This is reproducable using clang-format version 21.1.8.
These are only visual changes, they have no effect on code.
This commit will be added to .git-blame-ignore-revs so 'git blame'
and the similar blame view on GitHub will ignore this commit.
* Add a trailing comma after the last element. Without it clang-format
glues the closing brace onto the last element, like "NULL};".
* Write '= {' on the declaration line instead of a lone '{' on the next
line. clang-format keeps such a lone '{' as-is but gives it and the
whole body an extra continuation indent, which looks weird.
* We will have #ifdef.. then space+#define etc.. indentation.. but
we obviously don't want that for include guards like
#ifndef __struct_include__ because then like 3000+ lines in
include/struct.h will start with a space. Now, clang-format has
detection for this, but it doesn't kick in at 2 files (including
include/struct.h) because of a minor thingy we fix here.
* Add clang-format off to a few tables, who were auto generated
or copied anyway.
When not using version 302, such as with "CAP LS", the specification does not
allow us to use continuation lines. This means all advertised caps must fit
into one line. That is no longer always the case, especially if you load 3rd
party capabilities. So we need to scratch advertising some capabilities to
<302 clients.
"CAP LS 302" is unaffected. Note that version 302 in the specification exists
since at least November 2017, so most clients use that one.
According to https://ircv3.net/software/clients the following clients are
affected by this change:
Desktop Clients
* KVIrc
* Circe
* catgirl
* BitchX
* Pidgin
* LimeChat
Mobile Clients
* IRC for Android
* LimeChat
And various older versions of other clients (obviously).
NOTE: The source is only that IRCv3 page. I did not check manually.
For this particular commit. We filter out various unrealircd.org informative
CAPs and the vendor specific json-log. So that isn't much of a problem.
However, in the future we may be forced to filter out more capabilities to
make room. It would be much better if all clients are on >=302. Also, I
should mention we are not the only IRCd out there, so I can't vouch on what
other IRCds (will) do when hitting this non-302-limit.
Reported by ProgVal in https://bugs.unrealircd.org/view.php?id=6630
Eg on failed oper attempts, that sort of things. Previously it was still
adding fake lag. This complicated unrealircd-tests :).
As always, nofakelag should never be used in normal conditions, it
disables the most important protection we have (fake lag bumping).
If you want lower lag for a group of users, the right tool is
set::anti-flood::name-of-security-group::lag-penalty and ::lag-penalty-bytes
See https://www.unrealircd.org/docs/Special_users
The previous mechanism (from yesterday) was a bit too simple at the
chathistory.c where returned_lines < limit would set the end tag but
it would not deal with the situation where returned_lines == limit
which is ambigious. So we had to move up a layer (or is it down?),
don't handle this in chathistory.c but in the backend. A new struct
field r->reached_end was added for this (set by backend).
a directorion, but is a midpoint, and we send X lines above Y under,
so end does not make sense there anyway (which of the two ends?).
We simply avoid sending it.
Signals to the client that it has reached the end of the history and
there are no more messages to fetch. The tag is attached to the BATCH
opener when the server returns the last page of results.
Only sent to clients that negotiated the draft/chathistory capability.
This fixes an OOB write that cannot be reached by users. Only a
hostile server could cause it in some situations. Even then, in
my tests this did not cause a crash (it goes into bss too, not
heap or stack).
print copy-pastable config blocks. Previously we used add_name_list(),
which uses insert at beginning, which would reverse the order.
Also changed duplicate_name_list() to preserve order. Previously
it reversed the order of all items.
and "./unrealircd genlinkblock" outputs multiple password ".." { spkifp; }
lines in such a case.
Other than that some cleaning up of recently-added-functions that are
now no longer needed: we now create ctx_link_server and ctx_link_client
that represent set::server-linking::tls-options for incoming and outgoing
links. Which can be NULL, and then we use ctx_server / ctx_client (set::tls).
Also add proper documentation on this.
When using ./unrealircd spkifp, tell ./unrealircd genblock is cooler.
Nah.. it takes more factors into account, genlinkblock, so is preferred :D
`serversonly` (such as port 6900 in the example.conf) and link { } blocks
in a different way than regular listen { } blocks:
* If there are different certificates used in the serversonly listen block
vs link blocks, then this is almost always means server linking is broken,
so we now print a warning on boot and rehash.
* We also print an 'advice' if any of these are not using (long-lived)
self-signed certificate. This is because CA issued certificates are
typically not suitable because they typically rotate keys and thus change
the `spkifp`. Changing spkifp breaks server linking. We will now print
an advice along with command and config block instructions to fix it.
* We now use `set::server-linking::tls-options` for link { } blocks
and listen { } blocks that are `serversonly`. All the rest uses the
`set::tls` settings by default (eg the regular listen { } block on 6697).
* This means our guide on
[Using Let's Encrypt with UnrealIRCd](https://www.unrealircd.org/docs/Using_Let's_Encrypt_with_UnrealIRCd)
and generic usage is more intuitive. You just set both set settings
and then no longer need to use any tls-options in listen blocks or link
blocks. The example conf has also been updated with this.
* If `set::server-linking::tls-options` is not configured, it defaults
to `set::tls`, so there is no unexpected behavior change for anyone.
* In a future release we will make server linking with `spkifp` mandatory,
so all of this helps with getting people ready for that, making such
a future transition smooth.
TODO: Update wiki, better wording in release notes, etc.
This also changes the default example conf:
/* RECOMMENDED:
* Everyone should be using IRC over SSL/TLS on port 6697. However, to use
* it properly, you have to get a "real" certificate instead of the
* self-signed default certificate that was generated by the installer.
* The Let's Encrypt initiative allows you to get a free certificate that is
* issued by a trusted Certificate Authority. Instructions are at:
* https://www.unrealircd.org/docs/Using_Let's_Encrypt_with_UnrealIRCd
*
* When you follow that guide you will have a "dual certificate" setup:
* set::tls:
* Your trusted CA certificate, served to clients on port 6697.
* (key and certificate change and renew every xx days automatically)
* set::server-linking::tls-options
* A long-lived self-signed certificate for server linking, with
* a stable 'spkifp' signature that you use in link blocks.
* This certificate is used automatically in "serversonly" listen blocks
* (port 6900 in this configuration file) and automatically used for all
* link { } blocks.
*
*/
//set {
// tls {
// certificate "/etc/letsencrypt/live/irc.example.org/fullchain.pem";
// key "/etc/letsencrypt/live/irc.example.org/privkey.pem";
// }
// server-linking {
// tls-options {
// certificate "tls/server.cert.pem";
// key "tls/server.key.pem";
// }
// }
//}
This was used by `server.rehash` and `server.module_list`. Plus,
this release `user.get` under some circumstances. This is now
fixed but requires the target server to be on UnrealIRCd 6.2.6.
If the target server does not meet this condition then we error
telling the server "does not support remote JSON-RPC".
This was first reported by AdmiraL- in https://bugs.unrealircd.org/view.php?id=6611
to the server where the user is actually on. Think of idle time etc.
* JSON-RPC: We can now route `user.get` requests to the server that user is
on. This so we can fetch all fields for that user (including flood
counters, idle time, snomask) that are normally not available remotely.
* We do this automatically in `user.get` when `object_detail_level` is 5+.
* You can force this explicitly with `object_remote_fetch` set to `true`.
So you can also use it with detail level 2 if you want, e.g. if you
don't need the flood counters but do want the idle time.
* When RRPC is not available we answer ourselves (so safe fallback, but
you won't have the local-only fields).
Oh and we deliberately don't do this in `user.list`, as doing it there
would mean a single request could result in hundreds of semi-`user.get`
calls across multiple servers.
and JSON-RPC.
This exposes the newly added flood counters from
4384f1127b and
029675f867 in JSON.
I didn't want to put it in every JSON log message. So right now it
is only in:
* JSON-RPC with object_detail_level >= 5.
* Central Spamreport
I may expand it later to one or a few other areas.
We were merging draft/multiline-concat lines together server-side before
sending them to non-multiline clients. This could truncate oversized merged
lines. We now simply send them as separate lines.
Reported by ProgVal in https://bugs.unrealircd.org/view.php?id=6628
* `total_channel_flood_count('..setting..')` returns the number of
times `+f`/`+F` limits were exceeded by that user in all channels
the user is or was in. Available are: `nick`, `join`, `knock`, `msg`,
`ctcp`, `text`, `repeat` and `paste` (and `all` for the sum).
Suggested by westid in https://bugs.unrealircd.org/view.php?id=6477
* New [crule function](https://www.unrealircd.org/docs/Crule) that return
the number of times a flood was blocked for that user. For example,
`server_flood_count('away')` returns the number of time away-flood
was exceeded. Aslo available: `nick`, `join`, `invite`, `knock`,
`vhost` and `conversations`. Plus, there is `all` for a total of all.
* This can be used in a security-group::rule or spamfilter::rule.
Eg: `spamfilter { rule "server_flood_count('nick')>4"; action gline; }`
This also - internally - adds a mechanism to run spamfilter rule-only-
filters after the command handler, whenever a tag value or other thing
changed. That's part of this commit.
Basically if a $variable is empty, and there is a space before it in the
template string then we delete that space.
May seem (or is) a bit over the top but this way the template stays clean,
and it may be used/useful in other places as well.
This is a behavior change, but I think we can live with it. One can opt-
out via BUILDVARSTRING_KEEP_SPACE_FOR_EMPTY_VAR.
TKL_EXPIRE and SPAMFILTER_MATCH messages.
This uses the newly added functions log_data_optional_string() and
log_data_optional_name_value(). The first shows the optional string
like "abc" and the second expands to "[name: value]". What's also new
is that both of these will swallow a preceding space if there is no value.
This so you can just use "Something. $optional_string" and it will
expand to "Something." if $optional_string is empty. This makes things
less hacky and more human readable :)
means shun IDs now start with "H". Update release notes.
This, after i realized that for like *LINEs that are added by spamfilter
the two ID fields in "STATS gline" are a bit confusing as to which ID is
what. Now the spamfilter one starts with "SPAM" so there can be no
confusion. The gline one still starts with "G" as before.
Since I kept the generated ID length the same, this means there is less
bits available for the spamfilter ID, but there are rarely more than 1000
spamfilters, and in that scenario there's just as little birthday attack
collision % as with 200k glines, just to illustrate (~0.0015% vs ~0.0018%)
Unlike non-config-based TKLs - which go through tkldb - they are still not
preserved through restarts. But at least they are not lost due to REHASH.
This is done via a save+restore, a bit complicated, but we have little
choice (other than not doing this at all).
This also moves remove_config_tkls() from conf.c to tkl.c
of the last hit, eg in `STATS gline` for GLINEs. These counts happen on
each individual server and are not network-wide. This allows IRCOps to see
which entries never get any hits and can potentially be removed.
* Important exception: config-based spamfilters/bans lose their counters
on `REHASH` and restart atm.
* For non-config TKLs, the hit count and last hit timestamp are preserved
across reboots (via tkldb).
* Again, see *Developers and protocol* for the exact STATS field.
The spamfilter hits already existed but all the rest is new.
Suggested by BlackBishop in https://bugs.unrealircd.org/view.php?id=6304
(in particular, time of the last hit)
By default - assuming you don't set set::reject-message things by yourself -
the *LINE id is appended at the end of the rejection that is shown to the
user, like: [ID: G7K2MP9WQX3].
Also new is spamfilter to *LINE mapping, so you can see which *LINE was
set by which SPAMFILTER. For this STATS gline and friends were enhanced.
In fact, multiple fields were added there, including some that are 0
(zero) placeholders at the moment. These will be set in a future commit.
Some things were combined here so we only have to break STATS and tkldb
database format once (unless i made a mistake, then the follow up commit
will correct that i guess :D).
This was requested by Hero in https://bugs.unrealircd.org/view.php?id=4397
in 2015. Again by musk in https://bugs.unrealircd.org/view.php?id=4397
in 2022. And on IRC by Chris and others.
As you can see it was not SUPER easy and a lot of thought went into this
(and in terms of S2S traffic it is part of something bigger too)
and refer to this as well.
Suggested by PeGaSuS in https://bugs.unrealircd.org/view.php?id=6610
This also moves extras/tls.cnf to doc/conf/tls/tls.cnf which
also gets installed in ~/unrealircd/conf/tls/ (or whatever CONFDIR is)
And just to be clear: this means you can run "./unrealircd makecert"
without needing to go into BUILDDIR (or even having it at all).
At the same time, the generation commands have been modified slightly
so two warnings during certificate generation are no longer there.