#include "configreader.h" #include "users.h" #include "channels.h" #include "modules.h" #include "commands/cmd_whois.h" #include "commands/cmd_stats.h" #include "socket.h" #include "inspircd.h" #include "wildcard.h" #include "xline.h" #include "transport.h" #include "m_spanningtree/utils.h" #include "m_spanningtree/treeserver.h" TreeServer::TreeServer(SpanningTreeUtilities* Util, InspIRCd* Instance) : ServerInstance(Instance), Utils(Util) { Parent = NULL; ServerName = ""; ServerDesc = ""; VersionString = ""; UserCount = OperCount = 0; VersionString = ServerInstance->GetVersionString(); } /** We use this constructor only to create the 'root' item, Utils->TreeRoot, which * represents our own server. Therefore, it has no route, no parent, and * no socket associated with it. Its version string is our own local version. */ TreeServer::TreeServer(SpanningTreeUtilities* Util, InspIRCd* Instance, std::string Name, std::string Desc) : ServerInstance(Instance), ServerName(Name.c_str()), ServerDesc(Desc), Utils(Util) { Parent = NULL; VersionString = ""; UserCount = ServerInstance->UserCount(); OperCount = ServerInstance->OperCount(); VersionString = ServerInstance->GetVersionString(); Route = NULL; Socket = NULL; /* Fix by brain */ AddHashEntry(); } /** When we create a new server, we call this constructor to initialize it. * This constructor initializes the server's Route and Parent, and sets up * its ping counters so that it will be pinged one minute from now. */ TreeServer::TreeServer(SpanningTreeUtilities* Util, InspIRCd* Instance, std::string Name, std::string Desc, TreeServer* Above, TreeSocket* Sock) : ServerInstance(Instance), Parent(Above), ServerName(Name.c_str()), ServerDesc(Desc), Socket(Sock), Utils(Util) { VersionString = ""; UserCount = OperCount = 0; this->SetNextPingTime(time(NULL) + 60); this->SetPingFlag(); /* find the 'route' for this server (e.g. the one directly connected * to the local server, which we can use to reach it) * * In the following example, consider we have just added a TreeServer * class for server G on our network, of which we are server A. * To route traffic to G (marked with a *) we must send the data to * B (marked with a +) so this algorithm initializes the 'Route' * value to point at whichever server traffic must be routed through * to get here. If we were to try this algorithm with server B, * the Route pointer would point at its own object ('this'). * * A * / \ * + B C * / \ \ * D E F * / \ * * G H * * We only run this algorithm when a server is created, as * the routes remain constant while ever the server exists, and * do not need to be re-calculated. */ Route = Above; if (Route == Utils->TreeRoot) { Route = this; } else { while (this->Route->GetParent() != Utils->TreeRoot) { this->Route = Route->GetParent(); } } /* Because recursive code is slow and takes a lot of resources, * we store two representations of the server tree. The first * is a recursive structure where each server references its * children and its parent, which is used for netbursts and * netsplits to dump the whole dataset to the other server, * and the second is used for very fast lookups when routing * messages and is instead a hash_map, where each item can * be referenced by its server name. The AddHashEntry() * call below automatically inserts each TreeServer class * into the hash_map as it is created. There is a similar * maintainance call in the destructor to tidy up deleted * servers. */ this->AddHashEntry(); } int TreeServer::QuitUsers(const std::string &reason) { const char* reason_s = reason.c_str(); std::vector time_to_die; for (user_hash::iterator n = ServerInstance->clientlist->begin(); n != ServerInstance->clientlist->end(); n++) { if (!strcmp(n->second->server, this->ServerName.c_str())) { time_to_die.push_back(n->second); } } for (std::vector::iterator n = time_to_die.begin(); n != time_to_die.end(); n++) { userrec* a = (userrec*)*n; if (!IS_LOCAL(a)) userrec::QuitUser(ServerInstance,a,reason_s); } return time_to_die.size(); } /** This method is used to add the structure to the * hash_map for linear searches. It is only called * by the constructors. */ void TreeServer::AddHashEntry() { server_hash::iterator iter = Utils->serverlist.find(this->ServerName.c_str()); if (iter == Utils->serverlist.end()) Utils->serverlist[this->ServerName.c_str()] = this; } /** This method removes the reference to this object * from the hash_map which is used for linear searches. * It is only called by the default destructor. */ void TreeServer::DelHashEntry() { server_hash::iterator iter = Utils->serverlist.find(this->ServerName.c_str()); if (iter != Utils->serverlist.end()) Utils->serverlist.erase(iter); } /** These accessors etc should be pretty self- * explanitory. */ TreeServer* TreeServer::GetRoute() { return Route; } std::string TreeServer::GetName() { return ServerName.c_str(); } std::string TreeServer::GetDesc() { return ServerDesc; } std::string TreeServer::GetVersion() { return VersionString; } void TreeServer::SetNextPingTime(time_t t) { this->NextPing = t; LastPingWasGood = false; } time_t TreeServer::NextPingTime() { return NextPing; } bool TreeServer::AnsweredLastPing() { return LastPingWasGood; } void TreeServer::SetPingFlag() { LastPingWasGood = true; } int TreeServer::GetUserCount() { return UserCount; } void TreeServer::AddUserCount() { UserCount++; } void TreeServer::DelUserCount() { UserCount--; } int TreeServer::GetOperCount() { return OperCount; } TreeSocket* TreeServer::GetSocket() { return Socket; } TreeServer* TreeServer::GetParent() { return Parent; } void TreeServer::SetVersion(const std::string &Version) { VersionString = Version; } unsigned int TreeServer::ChildCount() { return Children.size(); } TreeServer* TreeServer::GetChild(unsigned int n) { if (n < Children.size()) { /* Make sure they cant request * an out-of-range object. After * all we know what these programmer * types are like *grin*. */ return Children[n]; } else { return NULL; } } void TreeServer::AddChild(TreeServer* Child) { Children.push_back(Child); } bool TreeServer::DelChild(TreeServer* Child) { for (std::vector::iterator a = Children.begin(); a < Children.end(); a++) { if (*a == Child) { Children.erase(a); return true; } } return false; } /** Removes child nodes of this node, and of that node, etc etc. * This is used during netsplits to automatically tidy up the * server tree. It is slow, we don't use it for much else. */ bool TreeServer::Tidy() { bool stillchildren = true; while (stillchildren) { stillchildren = false; for (std::vector::iterator a = Children.begin(); a < Children.end(); a++) { TreeServer* s = (TreeServer*)*a; s->Tidy(); Children.erase(a); DELETE(s); stillchildren = true; break; } } return true; } TreeServer::~TreeServer() { /* We'd better tidy up after ourselves, eh? */ this->DelHashEntry(); }