'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...
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);
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()
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.
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)
Still need to fix some FIXME/TODO items and things haven't been
fully tested yet, so server sync issues or crashes are still possible.
Release notes will be updated another day as well..
src/modules/tkl.c is the main one).
Also move DB writing/reading functions to src/misc.c so they can be
removed out of channeldb and tkldb.
Important note to current tkldb users:
Unfortunately due to the major cleanup I had to remove upgrading
for previously saved tkl db files. That seemed not worth the effort
for maybe <15 current users or so. It also makes the tkldb code
a lot more cleaner. Otherwise it would be a huge mess.
Currently a FIXME item: spamfilter support in RMTKL.
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.
I needed the target for echo-message, and also in the history module we no
longer save to the history any @#channel messages, since otherwise they
could be played back to people we shouldn't see them ;)
LoadPersistentPointer(modinfo, removefld_list, floodprot_free_removefld_list);
SavePersistentPointer(modinfo, removefld_list);
The above example was for a pointer, there are also functions for int and long,
which are even more simple:
LoadPersistentInt(modinfo, somevar)
SavePersistentInt(modinfo, somevar)
and
LoadPersistentLong(modinfo, somevar)
SavePersistentLong(modinfo, somevar)
both are untested, but will be tested soon...
in case of a change in the quit comment, such as color stripping / blocking.
The default is 'no', but some users may like this to be 'yes' so things like
+S only affect the channel and not the quit for all channels.
This hereby also lays the groundwork for some next commits of 'i' :)
The configuration item name may still change if I think of a better one....
will not be called. This is used, for example, by m_cap when the CAP LS
handshake is still in progress. Modules can add their own requirements
as they see fit.
Note that, as for (CAP) functionality, this adds nothing new, it just
implements it in a cleaner way, rather than all over the place,
like in UnrealIRCd 4.x.
You now call it with a path like is_module_loaded("extbans/timedban").
This, among other reasons, so you can differentiate between modules with
the same name, such as "usermodes/noctcp" and "chanmodes/noctcp".
This also includes buffer modifications to have a larger read buffer
and IRCv3 implementations (partial or not) for:
labeled-response, msgid, server-time, batch and account-tag.
As said, it is the initial and partial implementation.
There are still various FIXME's and TODO's, the API of various
functions may still change (actually that is true for the next
months, even) and some stuff is currently in the core that will
be moved to modules.