Valid choices are 0700, 0770 and 0777, see the documentation at
https://www.unrealircd.org/docs/Listen_block
Unrelated: this also documents the ConfigItem_listen struct in struct.h.
This is start_of_normal_client_handshake() by default, but is
start_of_control_client_handshake() for the control channel
(for './unrealircd rehash' and such). Previously that was hardcoded.
It is also used by the RPC code now.
Things like setting the client->status to CLIENT_STATUS_CONTROL
and list_add(&client->lclient_node, &control_list);
This does mean that we now add clients earlier to the unknown list,
even ones that are going to be control sockets and clients that are
going to be z-lined etc, but it should be a minimal performance hit
since it are just 1-4 insertions in a circular list.
At the same time it makes the code more cleaner and more maintainable
especially with all the "special cases" and such that are there now
and will only become more and more...
This makes other code safer as well since they can assume that if the
client is local (client->local) that the listener (client->local->listener)
is non-NULL and safe to access until the client is completely destroyed.
These deal with set::anti-flood::everyone::connect-flood and
set::max-unknown-connections-per-ip respectively.
This adds a new hook HOOKTYPE_ACCEPT, that is mostly meant for internal
usage by UnrealIRCd. Most module coders will want to use the existing
hook HOOKTYPE_HANDSHAKE instead.
This also gets of check_banned() which is now spread over the individual
modules (eg: checking banned is done in tkl on HOOKTYPE_ACCEPT and
HOOKTYPE_IP_CHANGE).
"./unrealircd reloadtls" and there is now also a "./unrealircd status"
The output is colorized if the terminal supports it (just like on the
boot screen) and also the exit status is 0 for success and non-0 for
failure. The purpose of all this is that you can easily detect rehash
errors on the command line.
These three commands communicate to UnrealIRCd via the new control
UNIX socket, which is in ~/data/unrealircd.ctl.
This also does a lot of other stuff because we now have an internal
tool called bin/unrealircdctl which is called by ./unrealircd for
some of the commands to communicate to the unrealircd.ctl socket.
Later on more of the existing functionality may be moved to that
tool and we may also provide it on Windows in CLI mode so people
have more of the same functionality as on *NIX.
Various things still need to be done: a lot more testing, ability to
set permissions on the file, #ifdef's because of lack of support
on Windows (currently won't compile), etc.
One thing that I don't intend to change is that I chose not to display
the socket in the host but have clients show up as 'localhost' (and
ip '127.0.0.1'). Doing it this way keeps things easy, otherwise we risk
a lot of breakage for nearly nothing gained, really.
Things can be tested via:
listen {
file "/tmp/listen";
}
and then with netcat:
nc -U /tmp/listen
USER x x x x
NICK hai
etc...
just like client->user is set if the client is a user.
Rename client->srvptr to client->uplink: this is the uplink that the client
is connected to. If the client is a user then it is set to the server that
the client is connected to, if the client is a server then it is set to the
server that the server is connected to (the.. tadah.. uplink).
For local clients it is always set to &me.
for fake lag calculations only (well, except for 1 corner case).
As said, modules should use the new function:
void add_fake_lag(Client *client, long msec)
* Converted 90% of the socket and linking errors to use unreal_log()
* Add log_data_socket_error(fd) and $socket_error
* This also makes connect_server() 'void' and removes all of the error
reporting from the callers (there was 3x code duplication due to that)
* Don't use report_error and report_baderror anymore in socket.c
* More to follow...
This adds __attribute__((format(printf,X,Y))) to several functions.
It also adds checking only for the non-literal case to some functions
such as unreal_log/unreal_do_log.
This so we can more easily detect format string issues. Especially now with
the recoding of the logger and with possible future mistakes in this area
in UnrealIRCd 6 itself or in third party modules.
The check is currently disabled in these files, which are TODO items:
* src/send.c: still much work to do
* src/socket.c: due to report_error and report_baderror().
I want to get rid of these functions and integrate them
in the new logger anyway.
* src/serv.c: only disable for hunt_server()
need this and it slows things down for servers.
For clients it's not much of an issue, since traffic rates are low.
However, for server-to-server links it is an entirely different matter.
It is (only) noticeable if you have lots of traffic, such as when there
is a lot to sync while linking two servers, and especially when the two
servers are geographically further apart.
Tested with 100,000 G-lines on both sides being synced (20MB traffic):
* 20ms RTT (same country/state): speed up of x3
* 200ms RTT (transpacific): speed up of x6
If a module returns 0 ("UnrealIRCd please do not process this packet")
then don't call the next module in line (also because that one might
then change the return value to something different, which is bad).
This had to do with the queued packet (in the labeled-response module)
not being sent because the client was freed before the
post packet hook was called.
When connecting, use slightly different wording (and use it consistently):
"Trying to activate link with server xyz"
When the connection is lost before synced:
"Unable to link with server xyz"
When the connection is lost after fully synced (eg: minutes later):
"Lost server link to xyz"
Important small changes (other than text):
* Log ERRORs from remote servers to the log (previously only shown to ircops)
* Some link errors could have been previously suppressed due to
old code assuming other parts of the code would send or log the error
(this would be the case for an error when calling SSL/TLS write functions)
* More?
This so I - and others - don't constantly have to wonder whether the client
is called sptr, cptr or acptr in a simple routine.
Insane --> 212 files changed, 6814 insertions(+), 6945 deletions(-)
Couldn't just mass-replace of course since there are places where there
are multiple clients involved. So had to check each function.
Also renamed some 'acptr' to 'target' and such.
I will write a page with new style rules later.. but in short if there is
only 1 client involved it will now be called 'client'.
This so we have a few simple concepts:
Client: this can be a user, server, or something unknown yet
Then the type of clients:
User: this is a user, someone with a nick name.
Server: this is a server
Etc.