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unrealircd/src/s_numeric.c
T
Bram Matthys 8e26c4b540 linking bug & ipv6 thing (the latter is completely untested):
- IPv6: it seems some recent Linux dists decided to make IPv6 sockets
  IPv6-only, instead of accepting both IPv4&IPv6 on them like until now.
  FreeBSD (and other *BSD's) already did that move a few years back,
  requiring server admins to sysctl.
  We now make use of a new option to explicitly disable "IPv6-only".
  This should work fine on Linux.
  Whether it provides a complete solution for FreeBSD, I don't know, testing
  is welcome! In theory setting net.inet6.ip6.v6only to 0 should no longer
  be needed, but you might still need to enable ipv6_ipv4mapping.
- Fix stupid issue where current CVS would no longer link TO an earlier
  Unreal server (eg: outgoing connect to a 3.2.8 hub). Reported by ohnobinki
  (#0003901).
2010-04-25 19:14:55 +00:00

149 lines
4.7 KiB
C

/*
* Unreal Internet Relay Chat Daemon, src/s_numeric.c
* Copyright (C) 1990 Jarkko Oikarinen
*
* Numerous fixes by Markku Savela
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 1, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef CLEAN_COMPILE
static char sccsid[] =
"@(#)s_numeric.c 2.14 1/30/94 (C) 1988 University of Oulu, \
Computing Center and Jarkko Oikarinen";
#endif
#include "struct.h"
#include "common.h"
#include "sys.h"
#include "numeric.h"
#include "h.h"
#include "proto.h"
#include <string.h>
extern char backupbuf[];
static char buffer[1024];
/*
** DoNumeric (replacement for the old do_numeric)
**
** parc number of arguments ('sender' counted as one!)
** parv[0] pointer to 'sender' (may point to empty string) (not used)
** parv[1]..parv[parc-1]
** pointers to additional parameters, this is a NULL
** terminated list (parv[parc] == NULL).
**
** *WARNING*
** Numerics are mostly error reports. If there is something
** wrong with the message, just *DROP* it! Don't even think of
** sending back a neat error message -- big danger of creating
** a ping pong error message...
*/
int do_numeric(int numeric, aClient *cptr, aClient *sptr, int parc, char *parv[])
{
aClient *acptr;
aChannel *chptr;
char *nick, *p;
int i;
/* Is this an outgoing connect, and we get a numeric 451 (not registered) back for the
* magic command __PANGPANG__ and we did not send a SERVER message yet?
* Then this means we are dealing with an Unreal server <3.2.9 and we should send the
* SERVER command right now.
*/
if (!IsServer(sptr) && !IsPerson(sptr) && (numeric == 451) && (parc > 2) && strstr(parv[1], "__PANGPANG__") &&
IsHandshake(cptr) && sptr->serv && !IsServerSent(sptr))
{
send_server_message(sptr);
return 0;
}
if (parc < 1 || !IsServer(sptr))
return 0;
/* Remap low number numerics. */
if (numeric < 100)
numeric += 100;
/*
** Prepare the parameter portion of the message into 'buffer'.
** (Because the buffer is twice as large as the message buffer
** for the socket, no overflow can occur here... ...on current
** assumptions--bets are off, if these are changed --msa)
** Note: if buffer is non-empty, it will begin with SPACE.
*/
buffer[0] = '\0';
if (parc > 2)
{
/*
* For strlcat nazis, please read above
*/
for (i = 2; i < (parc - 1); i++)
{
(void)strcat(buffer, " ");
(void)strcat(buffer, parv[i]);
}
(void)strcat(buffer, " :");
(void)strcat(buffer, parv[parc - 1]);
}
else
sendto_realops("do_numeric( %i, %s, %s, %i, { %s, %s } )!",
numeric, cptr->name, sptr->name, parc,
parv[0], parv[1] ? parv[1] : "<null>");
for (; (nick = strtoken(&p, parv[1], ",")); parv[1] = NULL)
{
if ((acptr = find_client(nick, (aClient *)NULL)))
{
/*
** Drop to bit bucket if for me...
** ...one might consider sendto_ops
** here... --msa
** And so it was done. -avalon
** And regretted. Dont do it that way. Make sure
** it goes only to non-servers. -avalon
** Check added to make sure servers don't try to loop
** with numerics which can happen with nick collisions.
** - Avalon
*/
if (!IsMe(acptr) && IsPerson(acptr))
{
/* Added for .U3.2. drop remote 'You are not on
** that channel', we should be synced anyway,
** and this is an annoying message with TSpre7
** still on the net; would result in numeric 442 for
** every KICK... Can be removed when TSpre7 is gone.
** --Run
if (numeric==ERR_NOTONCHANNEL) return 0;
*/
sendto_prefix_one(acptr, sptr, ":%s %d %s%s",
parv[0], numeric, nick, buffer);
}
else if (IsServer(acptr) && acptr->from != cptr)
sendto_prefix_one(acptr, sptr, ":%s %d %s%s",
parv[0], numeric, nick, buffer);
}
else if ((acptr = find_server_quick(nick)))
{
if (!IsMe(acptr) && acptr->from != cptr)
sendto_prefix_one(acptr, sptr, ":%s %d %s%s",
parv[0], numeric, nick, buffer);
}
else if ((chptr = find_channel(nick, (aChannel *)NULL)))
sendto_channel_butone(cptr, sptr, chptr, ":%s %d %s%s",
parv[0], numeric, chptr->chname, buffer);
}
return 0;
}