** 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....
In such a case we refuse to run since the consequences are too big.
(Actually I may change the non-UTF8 channel warning to an error as well,
right now it isn't.. simply because I cannot read a certain setting)
From both the non-UTF8 channel and user warning/error, we now refer to:
https://www.unrealircd.org/docs/WebSocket_support#websockets-and-non-utf8
which contains a bit more detailed information as to the WHY.
how you use websockets in the configuration file:
In addition to loading the websocket module you now ALSO have to mark
specific listen blocks with listen::options::websocket, and you have
to specify a type as well. Example:
listen {
ip *;
port 1234;
options {
websocket { type binary; }
}
}
The type 'text' is compatible with kiwi although this is currently
completely untested. Also I should add something to the release notes
about this change. Tomorrow...
We actually have 3 possible settings of set::allowed-channelchars:
utf8: Channel must be valid UTF8, this is the new default
ascii: A very strict setting, for example in use at freenode,
the channel name may not contain high ascii or UTF8
any: A very loose setting, which allows almost all characters
in the channel name. This was the OLD default, up to and
including UnrealIRCd 4. It is no longer recommended.
For most networks this new default setting of utf8 will be fine, since
by far most IRC clients use UTF8 for many years already.
If you have a network that has a significant portion of chatters
that are on old non-UTF8 clients that use a specific character set
then you may want to use set { allowed-nickchars any; }
Some Russian and Ukrainian networks are known to need this.
Devs: src/utf8.c has been added which will be used by this and
by other functionality later.
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);
Also, you can escape a $VAR to $$VAR if you really just mean $VAR literally.
Such usage would be very rare though.
Note that the parser is smart enough to know that $var is never a
global variable, it only warns for valid variable names like $VAR and
even then only if it's at the end or has whitespace/dot/comma/etc.
So... false positives should be extremely low...
extern int strnatcmp(char const *a, char const *b);
extern int strnatcasecmp(char const *a, char const *b);
This will be handy for version comparisons. For example they will
return -1 (=lower) for things like ("1.4.9", "1.4.10"), unlike strcmp.
Also, some loosely related spelling fixes elsewhere.
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.
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.
old authentication types that are already deprecated in UnrealIRCd 4.x.
They don't contain any rounds which means they can be cracked at a rate of
millions per second. Use the secure hashing type 'argon2' instead
(or, if you must, use the less secure 'bcrypt' type).
including things like CallCmdoverride() to CallCommandOverride().
Type changes like aTKline -> TKL and many more (in particular
aSomething to Something etc. such as aWatch to Watch) but these are
less used by 3rd party module coders.