- Module coders: new hooks: part, kick, chanmode, topic. changed: quit (added 'comment' param).
- Enlarged REPORT_* vars a bit.
- IPv6: UnrealIRCd can now lookup ip6.arpa addresses too (original IRCnet patch modified for
UnrealIRCd by Onliner).
* same for scan message
* don't say "you have not registered" on NOTICE in unregistered state.
* made a send_prot(aClient, ConfigItem_link) for sending PROTOCTL message,
takes care of sending ZIP in token in case of a ziplink (indeed, I don't
send "ZIP" if it's not marked as a ziplink).
* added automatic fallback tot uncompressed link in case one of the sides
has zip turned off or not compiled in.
* added configcheck for link::options::zip turned on when not compiled
in (just like we do with ssl).
- Made async resolve-and-connect work
- Added link::options::nodnscache which means Unreal will not cache the host forever for
outgoing server connections, you could for example enable this if you are linking two servers
with an often changing host (like dyndns.org).
We were doing: T_AAAA, if that fails then T_A. But in that case when a host
has both T_A and T_AAAA entries, the reverse lookup will fail for ipv4.
Now using T_ANY to fetch both T_A and T_AAAA addresses at once.
We were doing "deny known bad characters" instead of "only allow known good characters", this was REALLY bad...
This patch limits hostnames to alphanumeric, '-', '_' and '.'.
for (i = 0; &HE(cp)->h_addr_list[i]; i++) was used in ipv4 mode, but should be
without the &... this caused some stalls (like 11 seconds) at my machine because the
loop was executing >1 million times (I don't understand why it didnt crash however).
+- Fixed connecting with IPv6
+- Ident requests now orgin with the listener that the user connected on
+- More IPv6 fixes, DNS resolving actually works now too.. (crackhead IRCnet
+ coding)
+- Webserver caching fix
+- Made Inet_si2p (sin to presensation), fixing the "*", bug, some debugging
+ fixes, fixed a lot of IPv6 bugs, hopefully - thanks to JK for borrowing
+ his box