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https://github.com/unrealircd/unrealircd.git
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8e26c4b540
- 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).
149 lines
4.7 KiB
C
149 lines
4.7 KiB
C
/*
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* Unreal Internet Relay Chat Daemon, src/s_numeric.c
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* Copyright (C) 1990 Jarkko Oikarinen
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*
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* Numerous fixes by Markku Savela
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 1, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef CLEAN_COMPILE
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static char sccsid[] =
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"@(#)s_numeric.c 2.14 1/30/94 (C) 1988 University of Oulu, \
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Computing Center and Jarkko Oikarinen";
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#endif
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#include "struct.h"
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#include "common.h"
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#include "sys.h"
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#include "numeric.h"
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#include "h.h"
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#include "proto.h"
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#include <string.h>
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extern char backupbuf[];
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static char buffer[1024];
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/*
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** DoNumeric (replacement for the old do_numeric)
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**
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** parc number of arguments ('sender' counted as one!)
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** parv[0] pointer to 'sender' (may point to empty string) (not used)
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** parv[1]..parv[parc-1]
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** pointers to additional parameters, this is a NULL
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** terminated list (parv[parc] == NULL).
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**
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** *WARNING*
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** Numerics are mostly error reports. If there is something
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** wrong with the message, just *DROP* it! Don't even think of
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** sending back a neat error message -- big danger of creating
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** a ping pong error message...
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*/
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int do_numeric(int numeric, aClient *cptr, aClient *sptr, int parc, char *parv[])
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{
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aClient *acptr;
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aChannel *chptr;
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char *nick, *p;
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int i;
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/* Is this an outgoing connect, and we get a numeric 451 (not registered) back for the
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* magic command __PANGPANG__ and we did not send a SERVER message yet?
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* Then this means we are dealing with an Unreal server <3.2.9 and we should send the
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* SERVER command right now.
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*/
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if (!IsServer(sptr) && !IsPerson(sptr) && (numeric == 451) && (parc > 2) && strstr(parv[1], "__PANGPANG__") &&
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IsHandshake(cptr) && sptr->serv && !IsServerSent(sptr))
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{
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send_server_message(sptr);
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return 0;
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}
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if (parc < 1 || !IsServer(sptr))
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return 0;
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/* Remap low number numerics. */
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if (numeric < 100)
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numeric += 100;
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/*
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** Prepare the parameter portion of the message into 'buffer'.
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** (Because the buffer is twice as large as the message buffer
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** for the socket, no overflow can occur here... ...on current
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** assumptions--bets are off, if these are changed --msa)
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** Note: if buffer is non-empty, it will begin with SPACE.
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*/
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buffer[0] = '\0';
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if (parc > 2)
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{
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/*
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* For strlcat nazis, please read above
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*/
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for (i = 2; i < (parc - 1); i++)
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{
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(void)strcat(buffer, " ");
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(void)strcat(buffer, parv[i]);
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}
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(void)strcat(buffer, " :");
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(void)strcat(buffer, parv[parc - 1]);
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}
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else
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sendto_realops("do_numeric( %i, %s, %s, %i, { %s, %s } )!",
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numeric, cptr->name, sptr->name, parc,
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parv[0], parv[1] ? parv[1] : "<null>");
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for (; (nick = strtoken(&p, parv[1], ",")); parv[1] = NULL)
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{
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if ((acptr = find_client(nick, (aClient *)NULL)))
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{
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/*
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** Drop to bit bucket if for me...
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** ...one might consider sendto_ops
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** here... --msa
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** And so it was done. -avalon
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** And regretted. Dont do it that way. Make sure
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** it goes only to non-servers. -avalon
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** Check added to make sure servers don't try to loop
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** with numerics which can happen with nick collisions.
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** - Avalon
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*/
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if (!IsMe(acptr) && IsPerson(acptr))
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{
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/* Added for .U3.2. drop remote 'You are not on
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** that channel', we should be synced anyway,
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** and this is an annoying message with TSpre7
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** still on the net; would result in numeric 442 for
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** every KICK... Can be removed when TSpre7 is gone.
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** --Run
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if (numeric==ERR_NOTONCHANNEL) return 0;
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*/
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sendto_prefix_one(acptr, sptr, ":%s %d %s%s",
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parv[0], numeric, nick, buffer);
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}
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else if (IsServer(acptr) && acptr->from != cptr)
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sendto_prefix_one(acptr, sptr, ":%s %d %s%s",
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parv[0], numeric, nick, buffer);
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}
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else if ((acptr = find_server_quick(nick)))
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{
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if (!IsMe(acptr) && acptr->from != cptr)
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sendto_prefix_one(acptr, sptr, ":%s %d %s%s",
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parv[0], numeric, nick, buffer);
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}
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else if ((chptr = find_channel(nick, (aChannel *)NULL)))
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sendto_channel_butone(cptr, sptr, chptr, ":%s %d %s%s",
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parv[0], numeric, chptr->chname, buffer);
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}
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return 0;
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}
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