(Required RPC modules to be loaded on the remote server, tho)
This adds support for remote async RPC requests that take a little longer,
in such a case we don't call free_client() upon return of rpc_call().
RPC clients with the RPC user and such.
Most of this work is for server.rehash which causes the request to
be saved, then a rehash begins, and a few seconds later (or whenever)
the entire rehash log and success/failure is indicated in the
JSON-RPC response.
TODO: all documentation for this
"./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.
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)
Just as a reminder: don't blindly assume that if anything is set here
that the user is logged in, there is IsLoggedIn(client) for that.
Reason: if the account name starts with a digit or is "*" then the
user isn't actually logged in ;)
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
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'.
code changes in UnrealIRCd itself:
1) Clients are no longer freed directly by exit_client. Most fields
are freed, but 'sptr' itself is not, so you can use IsDead() on it.
2) exit_client now returns void rather than int
3) ALL command functions return void rather than int.
Of course this also affects do_cmd, command overrides, etc.
This is a direct consequence of the removal of 'cptr' earlier, as that
was used to signal certain things that are now no longer possible
(and it raises the question if things were always correctly signaled
in the first place, so may fix some bugs).
It also makes the code more resillient against cases where you forgot
to check if the client was freed. Still, you are encouraged to do an
IsDead(sptr) if you are calling functions that may kill clients,
such as command functions or things that may use spamfilter.
More changes will follow, such as the removal of FLUSH_BUFFER.
to be a bit less ugly. The module is loaded by default so you can
still use set::options::identd-check like before, even though I
hate ident... it's old shit... still, other's seem to like it.
More changes will follow later. There is still some ident stuff
in the core at the moment and the module is currently PERM, which
largely (but not entirely) defeats the purpose of being a module.
That will be fixed at a later time as well.
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.