It was missing for a lot of extbans (removing too little) and
for ~t it was removing too much (eg quiet bans).
Bug reported and changes suggested by k4be.
Coders:
Setting extban.options to EXTBOPT_CHSVSMODE has no effect anymore,
just didn't want to remove it so modules would still compile.
We now purely match based on .is_banned_events including BANCHK_JOIN.
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...
the [expires: ZZZZZZZZZZZZZZZZZZZZ GMT] string.
This because most people are interested in the length of the ban (so
relative time) and the exact time a TKL expires is less interesting
(the absolute time) and due to GMT/UTC requires calculating to the
local timezone too.
This also makes the tkl expiry messages be more like the add message,
with []'s, while previous it used more free text at the end of the line.
Not that anything is this particular code path should trigger it (OK,
maybe if some 3rd party module kills the user from HOOKTYPE_SECURE_CONNECT)
better safe than sorry.
UnrealIRCd 6 server would expand it into two different mode lines
with IDENTICAL msgid values. Obviously message ids must be different
for different events.
Introduced by b078a9c8b5.
using mixed UnrealIRCd 5 and UnrealIRCd 6 networks.
This is a slightly complex rewrite of make_mode_str() and do_mode(),
as we nog go from single mode lines to potentially multiple mode lines.
In short: whenever we would be near buffer cut-off point (the famous
512 byte limit) then previously we would prevent the mode, though not
succesfully in all cases where a network consists of mixed 5.x and 6.x.
From this point onward we no longer do that. Instead we convert one
MODE command to two MODE lines if that is needed.
The benefit of this is that we no longer prevent it BEFORE processing
the MODE, which is a flawed method and could be wrong (causing desyncs).
And also, we no longer partially ignore MODE lines from clients when
they would cause the limit to be exceeded, as we replace them with
two MODE lines instead.
These are more changes than I wanted at such a late point but.. they seem
to be necessary to prevent U5-U6 compatibility issues.
1) Don't forward link.SERVER_LINKED since we already generate
link.SERVER_LINKED_REMOTE ourselves.
2) Fix using wrong server name(s) in link.SERVER_LINKED_REMOTE
reported by flo in https://bugs.unrealircd.org/view.php?id=5988
3) Don't show link.SERVER_LINKED_REMOTE messages when we
are syncing to a network, otherwise you would get eg 50 of
such messages for 50 servers when you link in 1 server.