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'.
'sptr' is sufficient and in most cases the only one you should care about.
Should you need it, you can access sptr->direction in cases where you
need the old information (usually only for some sendto_* functions
and some protoctl checks), so 'cptr' was redundant too.
[!] This change likely introduces some bugs. This was many hours of work.
I only cut some corners in 4 functions, which will be fixed at a later
stage..... yes, more major changes to come.
On the plus side, I likely fixed some bugs in the process. Situations
where cptr vs sptr usage was incorrect. Eg using cptr->name (near server)
when sptr->name should be used (the actual source server), etc....
which specifies the time in milliseconds rather than seconds. This
allows for additional precision, or at least multiple calls per second.
The minimum allowed every_msec value is 100 at this time.
The prototype is now: EventAdd(Module *module, char *name,
vFP event, void *data, long every_msec, int count);
MOD_UNLOAD. And MOD_HEADER(xyz) is now MOD_HEADER even without ()
since this isn't a function, really.
To make things understandable I added the following to the
developer section of the release notes:
* The module header is now as follows:
ModuleHeader MOD_HEADER
= {
"nameofmodule",
"5.0",
"Some description",
"Name of Author",
"unrealircd-5",
};
There's a new author field, the version must start with a digit,
and also the name of the module must match the loadmodule name.
So for example third/funmod must also be named third/funmod.
* The MOD_TEST, MOD_INIT, MOD_LOAD and MOD_UNLOAD functions no longer
take a name argument. So: MOD_INIT(mymod) is now MOD_INIT()
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.
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)
and remove old dependency field (never used, was always NULL,
broken since 3.2.x)
I'll add some constraints later on things like names and versions.
IOTW: more changes to follow, don't mass update your own mods yet.
* The operclass privileges have been redone. Since there were 50+ changes
to the 100+ privileges it makes little sense to list the changes here.
If, like 99% of the users, you use default operclasses such as "globop"
and "admin-with-override" then you don't need to do anything.
However, if you have custom operclass { } blocks then the privileges
will have to be redone. For more information on the conversion process,
see https://www.unrealircd.org/docs/FAQ#New_operclass_permissions
For the new list of permissions, with much better naming and grouping:
https://www.unrealircd.org/docs/Operclass_permissions
The inconsistency in the privileges was initially reported by webczat in
https://bugs.unrealircd.org/view.php?id=4771
The subsequent reorganization took two full days, so.. hopefully the
people who are using - or plan to use - custom operclasses will like the
new layout... except that they need to redo their work of course ;)
This resulted in 5-10 changes in the existing code where parameters were off.
Hopefully I didn't make too many mistakes when writing the hook prototypes as it was a tedious job.
An (unintentional) benefit of this new system is that you can see the hook prototypes in include/modules.h like:
/* Hook prototypes */
int hooktype_local_quit(aClient *sptr, char *comment);
....
Though, the wiki is likely a better place: https://www.unrealircd.org/docs/Dev:Hook_API
with a default of 3:90 (3 joins per 90 seconds). There's rarely any need
to configure this on a per-channel basis and this way it's enabled by
default for everyone (unless you decide not to load load the module)