mirror of
https://github.com/unrealircd/unrealircd.git
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5ebd096f16
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.
190 lines
5.7 KiB
C
190 lines
5.7 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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/* s_numeric.c 2.14 1/30/94 (C) 1988 University of Oulu, Computing Center and Jarkko Oikarinen */
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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[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, MessageTag *recv_mtags, 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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if (!IsServer(sptr) && !IsPerson(sptr) && IsHandshake(cptr) && sptr->serv && !IsServerSent(sptr))
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{
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/* This is an outgoing server connect that is currently not yet IsServer() but in 'unknown' state.
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* We need to handle a few responses here.
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*/
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/* If we get a numeric 451 (not registered) back for the magic command __PANGPANG__
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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 ((numeric == 451) && (parc > 2) && strstr(parv[1], "__PANGPANG__"))
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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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/* STARTTLS: unknown command */
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if ((numeric == 451) && (parc > 2) && strstr(parv[1], "STARTTLS"))
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{
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if (cptr->serv->conf && (cptr->serv->conf->outgoing.options & CONNECT_INSECURE))
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start_server_handshake(cptr);
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else
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reject_insecure_server(cptr);
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return 0;
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}
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/* STARTTLS failed */
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if (numeric == 691)
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{
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sendto_umode(UMODE_OPER, "STARTTLS failed for link %s. Please check the other side of the link.", cptr->name);
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reject_insecure_server(cptr);
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return 0;
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}
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/* STARTTLS OK */
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if (numeric == 670)
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{
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int ret = client_starttls(cptr);
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if (ret < 0)
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{
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sendto_umode(UMODE_OPER, "STARTTLS handshake failed for link %s. Strange.", cptr->name);
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reject_insecure_server(cptr);
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return ret;
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}
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/* We don't call start_server_handshake() here. First the TLS handshake will
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* be completed, then completed_connection() will be called for a second time,
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* which will call completed_connection() from there.
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*/
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return 0;
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}
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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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sptr->name, parv[1] ? parv[1] : "<null>");
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if (BadPtr(parv[1]))
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return 0;
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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, 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, recv_mtags, ":%s %d %s%s",
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sptr->name, 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, recv_mtags, ":%s %d %s%s",
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sptr->name, 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, recv_mtags, ":%s %d %s%s",
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sptr->name, numeric, nick, buffer);
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}
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else if ((chptr = find_channel(nick, NULL)))
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{
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sendto_channel(chptr, sptr, sptr, 0, 0, SEND_ALL, recv_mtags,
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":%s %d %s%s", sptr->name, numeric, chptr->chname, buffer);
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}
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}
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return 0;
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}
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