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/*
* InspIRCd -- Internet Relay Chat Daemon
*
* Copyright (C) 2009-2010 Daniel De Graaf <danieldg@inspircd.org>
* Copyright (C) 2008 Robin Burchell <robin+git@viroteck.net>
* Copyright (C) 2007 Dennis Friis <peavey@inspircd.org>
* Copyright (C) 2007 Craig Edwards <craigedwards@brainbox.cc>
*
* This file is part of InspIRCd. InspIRCd 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, version 2.
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "inspircd.h"
#include "utils.h"
/*
* The server list in InspIRCd is maintained as two structures
* which hold the data in different ways. Most of the time, we
* want to very quicky obtain three pieces of information:
*
* (1) The information on a server
* (2) The information on the server we must send data through
* to actually REACH the server we're after
* (3) Potentially, the child/parent objects of this server
*
* The InspIRCd spanning protocol provides easy access to these
* by storing the data firstly in a recursive structure, where
* each item references its parent item, and a dynamic list
* of child items, and another structure which stores the items
* hashed, linearly. This means that if we want to find a server
* by name quickly, we can look it up in the hash, avoiding
* any O(n) lookups. If however, during a split or sync, we want
* to apply an operation to a server, and any of its child objects
* we can resort to recursion to walk the tree structure.
* Any socket can have one of five states at any one time.
*
* CONNECTING: indicates an outbound socket which is
* waiting to be writeable.
* WAIT_AUTH_1: indicates the socket is outbound and
* has successfully connected, but has not
* yet sent and received SERVER strings.
* WAIT_AUTH_2: indicates that the socket is inbound
* but has not yet sent and received
* SERVER strings.
* CONNECTED: represents a fully authorized, fully
* connected server.
* DYING: represents a server that has had an error.
*/
enum ServerState { CONNECTING, WAIT_AUTH_1, WAIT_AUTH_2, CONNECTED, DYING };
struct CapabData
{
reference<Link> link; /* Link block used for this connection */
reference<Autoconnect> ac; /* Autoconnect used to cause this connection, if any */
std::string ModuleList; /* Required module list of other server from CAPAB */
std::string OptModuleList; /* Optional module list of other server from CAPAB */
std::string ChanModes;
std::string UserModes;
std::map<std::string,std::string> CapKeys; /* CAPAB keys from other server */
std::string ourchallenge; /* Challenge sent for challenge/response */
std::string theirchallenge; /* Challenge recv for challenge/response */
int capab_phase; /* Have sent CAPAB already */
bool auth_fingerprint; /* Did we auth using SSL fingerprint */
bool auth_challenge; /* Did we auth using challenge/response */
};
/** Every SERVER connection inbound or outbound is represented by an object of
* type TreeSocket. During setup, the object can be found in Utils->timeoutlist;
* after setup, MyRoot will have been created as a child of Utils->TreeRoot
*/
class TreeSocket : public BufferedSocket
{
SpanningTreeUtilities* Utils; /* Utility class */
std::string linkID; /* Description for this link */
ServerState LinkState; /* Link state */
CapabData* capab; /* Link setup data (held until burst is sent) */
TreeServer* MyRoot; /* The server we are talking to */
time_t NextPing; /* Time when we are due to ping this server */
bool LastPingWasGood; /* Responded to last ping we sent? */
int proto_version; /* Remote protocol version */
bool ConnectionFailureShown; /* Set to true if a connection failure message was shown */
public:
time_t age;
/** Because most of the I/O gubbins are encapsulated within
* BufferedSocket, we just call the superclass constructor for
* most of the action, and append a few of our own values
* to it.
*/
TreeSocket(SpanningTreeUtilities* Util, Link* link, Autoconnect* myac, const std::string& ipaddr);
/** When a listening socket gives us a new file descriptor,
* we must associate it with a socket without creating a new
* connection. This constructor is used for this purpose.
*/
TreeSocket(SpanningTreeUtilities* Util, int newfd, ListenSocket* via, irc::sockets::sockaddrs* client, irc::sockets::sockaddrs* server);
/** Get link state
*/
ServerState GetLinkState();
/** Get challenge set in our CAPAB for challenge/response
*/
const std::string& GetOurChallenge();
/** Get challenge set in our CAPAB for challenge/response
*/
void SetOurChallenge(const std::string &c);
/** Get challenge set in their CAPAB for challenge/response
*/
const std::string& GetTheirChallenge();
/** Get challenge set in their CAPAB for challenge/response
*/
void SetTheirChallenge(const std::string &c);
/** Compare two passwords based on authentication scheme
*/
bool ComparePass(const Link& link, const std::string &theirs);
/** Clean up information used only during server negotiation
*/
void CleanNegotiationInfo();
CullResult cull();
/** Destructor
*/
~TreeSocket();
/** Construct a password, optionally hashed with the other side's
* challenge string
*/
std::string MakePass(const std::string &password, const std::string &challenge);
/** When an outbound connection finishes connecting, we receive
* this event, and must send our SERVER string to the other
* side. If the other side is happy, as outlined in the server
* to server docs on the inspircd.org site, the other side
* will then send back its own server string.
*/
virtual void OnConnected();
/** Handle socket error event
*/
virtual void OnError(BufferedSocketError e);
/** Sends an error to the remote server, and displays it locally to show
* that it was sent.
*/
void SendError(const std::string &errormessage);
/** Recursively send the server tree with distances as hops.
* This is used during network burst to inform the other server
* (and any of ITS servers too) of what servers we know about.
* If at any point any of these servers already exist on the other
* end, our connection may be terminated. The hopcounts given
* by this function are relative, this doesn't matter so long as
* they are all >1, as all the remote servers re-calculate them
* to be relative too, with themselves as hop 0.
*/
void SendServers(TreeServer* Current, TreeServer* s, int hops);
/** Returns module list as a string, filtered by filter
* @param filter a module version bitmask, such as VF_COMMON or VF_OPTCOMMON
*/
std::string MyModules(int filter);
/** Send my capabilities to the remote side
*/
void SendCapabilities(int phase);
/* Isolate and return the elements that are different between two lists */
void ListDifference(const std::string &one, const std::string &two, char sep,
std::string& mleft, std::string& mright);
bool Capab(const parameterlist ¶ms);
/** This function forces this server to quit, removing this server
* and any users on it (and servers and users below that, etc etc).
* It's very slow and pretty clunky, but luckily unless your network
* is having a REAL bad hair day, this function shouldnt be called
* too many times a month ;-)
*/
void SquitServer(std::string &from, TreeServer* Current, int& num_lost_servers, int& num_lost_users);
/** This is a wrapper function for SquitServer above, which
* does some validation first and passes on the SQUIT to all
* other remaining servers.
*/
void Squit(TreeServer* Current, const std::string &reason);
/* Used on nick collision ... XXX ugly function HACK */
int DoCollision(User *u, time_t remotets, const std::string &remoteident, const std::string &remoteip, const std::string &remoteuid);
/** Send one or more FJOINs for a channel of users.
* If the length of a single line is more than 480-NICKMAX
* in length, it is split over multiple lines.
*/
void SendFJoins(Channel* c);
/** Send G, Q, Z and E lines */
void SendXLines();
/** Send all known information about a channel */
void SyncChannel(Channel* chan);
/** send all users and their oper state/modes */
void SendUsers();
/** This function is called when we want to send a netburst to a local
* server. There is a set order we must do this, because for example
* users require their servers to exist, and channels require their
* users to exist. You get the idea.
*/
void DoBurst(TreeServer* s);
/** This function is called when we receive data from a remote
* server.
*/
void OnDataReady();
/** Send one or more complete lines down the socket
*/
void WriteLine(std::string line);
/** Handle ERROR command */
void Error(parameterlist ¶ms);
/** Remote AWAY */
bool Away(const std::string &prefix, parameterlist ¶ms);
/** SAVE to resolve nick collisions without killing */
bool ForceNick(const std::string &prefix, parameterlist ¶ms);
/** ENCAP command
*/
void Encap(User* who, parameterlist ¶ms);
/** OPERQUIT command
*/
bool OperQuit(const std::string &prefix, parameterlist ¶ms);
/** PONG
*/
bool LocalPong(const std::string &prefix, parameterlist ¶ms);
/** VERSION
*/
bool ServerVersion(const std::string &prefix, parameterlist ¶ms);
/** ADDLINE
*/
bool AddLine(const std::string &prefix, parameterlist ¶ms);
/** DELLINE
*/
bool DelLine(const std::string &prefix, parameterlist ¶ms);
/** WHOIS
*/
bool Whois(const std::string &prefix, parameterlist ¶ms);
/** PUSH
*/
bool Push(const std::string &prefix, parameterlist ¶ms);
/** PING
*/
bool LocalPing(const std::string &prefix, parameterlist ¶ms);
/** <- (remote) <- SERVER
*/
bool RemoteServer(const std::string &prefix, parameterlist ¶ms);
/** (local) -> SERVER
*/
bool Outbound_Reply_Server(parameterlist ¶ms);
/** (local) <- SERVER
*/
bool Inbound_Server(parameterlist ¶ms);
/** Handle IRC line split
*/
void Split(const std::string &line, std::string& prefix, std::string& command, parameterlist ¶ms);
/** Process complete line from buffer
*/
void ProcessLine(std::string &line);
void ProcessConnectedLine(std::string& prefix, std::string& command, parameterlist& params);
/** Handle socket timeout from connect()
*/
virtual void OnTimeout();
/** Handle server quit on close
*/
virtual void Close();
/** Returns true if this server was introduced to the rest of the network
*/
bool Introduced();
/** Fixes messages coming from old servers so the new command handlers understand them
*/
bool PreProcessOldProtocolMessage(User*& who, std::string& cmd, std::vector<std::string>& params);
};
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