set::oper-auto-join or tld::channel was broken. It worked for the
very first user since boot or rehash, but after that only the
first channel was joined. Reported by PeGaSuS in
https://bugs.unrealircd.org/view.php?id=5535
1) Fix issue if HOOKTYPE_IS_HANDSHAKE_FINISHED rejects the user
2) Fix authprompt issue. We now allow adding the TKL in
place_ban_host() for soft-kline/etc. Previously all the
soft-kline/gline/zline/gzline acted like soft-kill.
3) The blacklist module did not allow clients in with action 'warn',
reported by westor in https://bugs.unrealircd.org/view.php?id=5501
In the configuration item you can now achieve the same via:
except ban { mask 1.2.3.4; type maxperip; }
Or even:
except ban { mask { 1.2.3.4; 8.8.8.8; }; type maxperip; }
etc.
Suggested by The_Myth in https://bugs.unrealircd.org/view.php?id=5507
Also, fixed an issue where the IRCd was counting servers as
clients for maxperip, which doesn't make much sense in practice,
so it only counts users now.
/** Calculate the cloaked host for a client.
* @param client The client
* @param curr The real host or real IP
* @param buf Buffer to store the new cloaked host in
* @param buflen Length of the buffer (should be HOSTLEN+1)
*/
void make_cloakedhost(Client *client, char *curr, char *buf, size_t buflen)
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'.
anymore if you run latest anope 2.0.6. You need the fix from Feb 9, 2019:
https://github.com/anope/anope/commit/da6e2730c259d6d6356a0a948e85730ae34663ab
(.. which also fixes SASL problems with anope + UnrealIRCd 4 by the way)
or just run anope latest git (2.0 branch).
Not sure about atheme... should test this.
Technical details: we used a pseudo ID / sasl cookie until recently,
this has always been planned to be phased out when we got UID's.
I didn't phase it out in U4 (but could have done so) but just did now in U5.
This simplifies everything as now you can just refer from the services
side to the user with the UID/SID. This also makes it so services can now
target the user in other functions as well, like NOTICE.
(Feel free to request other functions if something isn't working)
Merge check_init and AllowClient into one single AllowClient()
and make it use the more logic 1 and 0 return values for allow / deny.
Similarly, use logic 1 / 0 return values for verify_link.
Module coders:
HOOKTYPE_CHECK_INIT and HOOKTYPE_PRE_LOCAL_CONNECT, changed the
return value, you should now use HOOK_*, eg HOOK_DENY to stop
processing (eg client killed).
that deal with finding TKL's or spamfilters etc.
More will likely follow, to make things more logical.
Also, run_spamfilter -> match_spamfilter
place_host_ban, can_privmsg, check_dcc, find_tkline_match all impacted.
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.
** Exit this IRC client, and all the dependents (users, servers) if this is a server.
* @param sptr The client to exit.
* @param recv_mtags Message tags to use as a base (if any).
* @param comment The (s)quit message
* @returns FLUSH_BUFFER is returned if a local client disconnects,
* otherwise 0 is returned. This so it can be used from
* command functions like: return exit_client(sptr, ....);
'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....
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.
as cptr->from is NOT (necessarily) the server where cptr is connected to.
So we now call it cptr->direction since it indicates the directly connected
server (or &me)... in other words: the direction of the client path.