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Diffstat (limited to 'src/modules/m_spanningtree/server.cpp')
-rw-r--r--src/modules/m_spanningtree/server.cpp62
1 files changed, 37 insertions, 25 deletions
diff --git a/src/modules/m_spanningtree/server.cpp b/src/modules/m_spanningtree/server.cpp
index 33c7f47b3..a04454f51 100644
--- a/src/modules/m_spanningtree/server.cpp
+++ b/src/modules/m_spanningtree/server.cpp
@@ -180,6 +180,33 @@ bool TreeSocket::Outbound_Reply_Server(parameterlist &params)
return false;
}
+bool TreeSocket::CheckDuplicate(const std::string& sname, const std::string& sid)
+{
+ /* Check for fully initialized instances of the server by name */
+ TreeServer* CheckDupe = Utils->FindServer(sname);
+ if (CheckDupe)
+ {
+ std::string pname = CheckDupe->GetParent() ? CheckDupe->GetParent()->GetName() : "<ourself>";
+ SendError("Server "+sname+" already exists on server "+pname+"!");
+ ServerInstance->SNO->WriteToSnoMask('l',"Server connection from \2"+sname+"\2 denied, already exists on server "+pname);
+ return false;
+ }
+
+ /* Check for fully initialized instances of the server by id */
+ ServerInstance->Logs->Log("m_spanningtree",DEBUG,"Looking for dupe SID %s", sid.c_str());
+ CheckDupe = Utils->FindServerID(sid);
+
+ if (CheckDupe)
+ {
+ this->SendError("Server ID "+CheckDupe->GetID()+" already exists on server "+CheckDupe->GetName()+"! You may want to specify the server ID for the server manually with <server:id> so they do not conflict.");
+ ServerInstance->SNO->WriteToSnoMask('l',"Server connection from \2"+sname+"\2 denied, server ID '"+CheckDupe->GetID()+
+ "' already exists on server "+CheckDupe->GetName());
+ return false;
+ }
+
+ return true;
+}
+
/*
* Someone else is attempting to connect to us if this is called. Validate their credentials etc.
* -- w
@@ -226,39 +253,24 @@ bool TreeSocket::Inbound_Server(parameterlist &params)
continue;
}
- /* Now check for fully initialized ServerInstances of the server by name */
- TreeServer* CheckDupe = Utils->FindServer(sname);
- if (CheckDupe)
- {
- std::string pname = CheckDupe->GetParent() ? CheckDupe->GetParent()->GetName() : "<ourself>";
- SendError("Server "+sname+" already exists on server "+pname+"!");
- ServerInstance->SNO->WriteToSnoMask('l',"Server connection from \2"+sname+"\2 denied, already exists on server "+pname);
+ if (!CheckDuplicate(sname, sid))
return false;
- }
- /* Check for fully initialized instances of the server by id */
- ServerInstance->Logs->Log("m_spanningtree",DEBUG,"Looking for dupe SID %s", sid.c_str());
- CheckDupe = Utils->FindServerID(sid);
+ ServerInstance->SNO->WriteToSnoMask('l',"Verified incoming server connection " + linkID + " ("+description+")");
- if (CheckDupe)
- {
- this->SendError("Server ID "+CheckDupe->GetID()+" already exists on server "+CheckDupe->GetName()+"! You may want to specify the server ID for the server manually with <server:id> so they do not conflict.");
- ServerInstance->SNO->WriteToSnoMask('l',"Server connection from \2"+sname+"\2 denied, server ID '"+CheckDupe->GetID()+
- "' already exists on server "+CheckDupe->GetName());
- return false;
- }
+ this->SendCapabilities(2);
- ServerInstance->SNO->WriteToSnoMask('l',"Verified incoming server connection " + linkID + " ("+description+")");
- linkID = sname;
+ // Save these for later, so when they accept our credentials (indicated by BURST) we remember them
+ this->capab->hidden = x->Hidden;
+ this->capab->sid = sid;
+ this->capab->description = description;
+ this->capab->name = sname;
- // this is good. Send our details: Our server name and description and hopcount of 0,
+ // Send our details: Our server name and description and hopcount of 0,
// along with the sendpass from this block.
- this->SendCapabilities(2);
this->WriteLine("SERVER "+ServerInstance->Config->ServerName+" "+this->MakePass(x->SendPass, this->GetTheirChallenge())+" 0 "+ServerInstance->Config->GetSID()+" :"+ServerInstance->Config->ServerDesc);
- // move to the next state, we are now waiting for THEM.
- MyRoot = new TreeServer(Utils, sname, description, sid, Utils->TreeRoot, this, x->Hidden);
- Utils->TreeRoot->AddChild(MyRoot);
+ // move to the next state, we are now waiting for THEM.
this->LinkState = WAIT_AUTH_2;
return true;
}