When you set this to 'yes' you get more options...
See next (modified) copy-paste from April 2020, which had to be reverted
because PCRE2 was broken. Now it's an opt-in and hopefully matured a bit.
This means:
* Case insensitive matches work better in UTF8 now, such as extended Latin.
For example, a spamfilter on "ę" now also matches "Ę", while previously
it did not catch this.
* Other PCRE2 features such as https://www.pcre.org/current/doc/html/pcre2syntax.html#SEC5
are now available. For example you can now set a spamfilter with the regex
\p{Arabic} to block all Arabic script, or
\p{Cyrillic} to block all Cyrillic script (such as Russian)
Use these new tools with care, of course. Blocking an entire language,
or script, is quite a drastic measure.
All of this was possible because of the new PCRE2_MATCH_INVALID_UTF
compile time option which was introduced in PCRE2 10.34. Now, that
version turned out to be buggy. As recent as PCRE 10.36 some major bugs
were fixed. This also means we now require at least PCRE2 10.36 version
so everyone can benefit from this new spamfilter UTF8 feature, IF they
enable set::spamfilter::utf8-support, that is.
Many systems come with older PCRE2 versions so this means we will
fall back to the shipped PCRE2 version in UnrealIRCd. This means
./Config will take a little longer to compile things.
For packagers (rpm/deb/ports): if you choose to patch configure to
not require such a recent PCRE2, then please do not allow enabling
of set::spamfilter::utf8-support since it will likely cause crashes
and misbehavior. Check PCRE2 changelog, CTRL+F at PCRE2_MATCH_INVALID_UTF
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...
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.
not a format string (eg ":%s LUSERS %s"). It now simply concats all parv[]'s.
That is, up to parc count. And it automatically does the :stuff for the
last parameter if it contains spaces or starts with a : etc.
This gets rid of a bit sketchy code with an arbitrary maximum etc.
Now it's just:
if (hunt_server(client, NULL, "REHASH", 1, parc, parv) != HUNTED_ISME)
return;
This has one side effect, though:
Previously we used the format string, so it may be possible for S2S
traffic to now have more arguments then before here and there.
Eg:
* It could be that the caller was using a format string to
intentionally cut off an extra parameter at the end.
You can still do that if you call with eg parc-1 instead of parc.
I don't think there were any such cases though, but hard to rule out.
* Extranous parameters may show up in S2S traffic where it was
previously unexpected.
This already found a few issues.
As a side-effect, this also means you can only use RPL_xxx and
ERR_xxx in the 2nd argument from now on. You can no longer use
a dynamic integer (eg 'reply') at runtime, since then the format
string cannot be checked.
More to follow, after making sure it works on Windows too.
It means you can no longer modify eg parv[1] in-place with strtoken and such.
The main reason for this is that as a command handler you have no idea
where the arguments may come from. It could be from a do_cmd() with
read-only storage (eg a string literal) and so on.
It started with an experiment of how far I could get and how annoying the
side-effects would be, but they seem to be quite managable, so I'm
committing this stuff.
Hopefully this catches/solves some stupid bugs somewhere :)
these "network settings" and other settings has been lost in time.
Rename some of these variables and macro's.
ircnetwork -> NETWORK_NAME
ircnet005 -> NETWORK_NAME_005
defserv ->? DEFAULT_SERVER
hidden_host -> CLOAK_PREFIX
helpchan -> HELP_CHANNEL
Also one config change (visible to admins):
set::hiddenhost-prefix is now set::cloak-prefix
We still accept the old name, though.
The example conf has been updated as well, but not the wiki yet.
just like client->user is set if the client is a user.
Rename client->srvptr to client->uplink: this is the uplink that the client
is connected to. If the client is a user then it is set to the server that
the client is connected to, if the client is a server then it is set to the
server that the server is connected to (the.. tadah.. uplink).
For local clients it is always set to &me.
for fake lag calculations only (well, except for 1 corner case).
As said, modules should use the new function:
void add_fake_lag(Client *client, long msec)
This adds __attribute__((format(printf,X,Y))) to several functions.
It also adds checking only for the non-literal case to some functions
such as unreal_log/unreal_do_log.
This so we can more easily detect format string issues. Especially now with
the recoding of the logger and with possible future mistakes in this area
in UnrealIRCd 6 itself or in third party modules.
The check is currently disabled in these files, which are TODO items:
* src/send.c: still much work to do
* src/socket.c: due to report_error and report_baderror().
I want to get rid of these functions and integrate them
in the new logger anyway.
* src/serv.c: only disable for hunt_server()
This also allows known-users to execute slightly more commands per second.
For people who want their trusted users/bots to allow even more commands
per second (eg 20cmds/sec) we now have a nice FAQ item that uses this:
https://www.unrealircd.org/docs/FAQ#high-command-rate
Suggested by westor in https://bugs.unrealircd.org/view.php?id=5838
This also fixes a bug where output from modules for 'STATS S' was
shown twice (eg: modef-default-unsettime shown twice).
for "unknown-users" and "known-users".
As a reminder, by default, "known-users" are users who are identified
to services OR are on an IP that has been connected for over 2 hours
in the past X days.
See https://www.unrealircd.org/docs/FAQ#new-anti-flood-block
for more information on the layout of the new block.
NOTE: This actual feature, the relase notes and the documentation
are all work in progress.
to the specified number of lines. This defaults to 1000.
This will prevent IRCOps from being flooded off ("Max SendQ exceeded")
if they list all *LINES and there are thousands.
In the newly introduced error message, after too many matches,
we also kindly point out to use filters like '/STATS gline +m *.nl'
all known flags as well. So you can now add stats via modules.
Only the stats help is currently missing if you do so.
=> Moved dccdeny stats to dccdeny
session after a 15 seconds timeout. The exact timeout value can be
changed by adjusting set::sasl-timeout, which should be (quite a bit)
less than set::handshake-timeout by the way. 15<30 now, so fine.
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'.
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.
'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....