/*
* InspIRCd -- Internet Relay Chat Daemon
*
* Copyright (C) 2019 Matt Schatz <genius3000@g3k.solutions>
* Copyright (C) 2013, 2017-2020 Sadie Powell <sadie@witchery.services>
* Copyright (C) 2012-2015 Attila Molnar <attilamolnar@hush.com>
* Copyright (C) 2012, 2019 Robby <robby@chatbelgie.be>
* Copyright (C) 2009-2010 Daniel De Graaf <danieldg@inspircd.org>
* Copyright (C) 2009 Uli Schlachter <psychon@inspircd.org>
* Copyright (C) 2007-2008 Robin Burchell <robin+git@viroteck.net>
* Copyright (C) 2007, 2010 Craig Edwards <brain@inspircd.org>
* Copyright (C) 2007 Dennis Friis <peavey@inspircd.org>
*
* 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 quickly 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 certificate fingerprint */
bool auth_challenge; /* Did we auth using challenge/response */
irc::sockets::sockaddrs remotesa; /* The remote socket address. */
// Data saved from incoming SERVER command, for later use when our credentials have been accepted by the other party
std::string description;
std::string sid;
std::string name;
bool hidden;
};
/** 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
{
struct BurstState;
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 */
unsigned int proto_version; /* Remote protocol version */
/** True if we've sent our burst.
* This only changes the behavior of message translation for 1202 protocol servers and it can be
* removed once 1202 support is dropped.
*/
bool burstsent;
/** Checks if the given servername and sid are both free
*/
bool CheckDuplicate(const std::string& servername, const std::string& sid);
/** Send all ListModeBase modes set on the channel
*/
void SendListModes(Channel* chan);
/** Send all known information about a channel */
void SyncChannel(Channel* chan, BurstState& bs);
/** Send all users and their oper state, away state and metadata */
void SendUsers(BurstState& bs);
/** Send all additional info about the given server to this server */
void SendServerInfo(TreeServer* from);
/** Find the User source of a command given a prefix and a command string.
* This connection must be fully up when calling this function.
* @param prefix Prefix string to find the source User object for. Can be a sid, a uuid or a server name.
* @param command The command whose source to find. This is required because certain commands (like mode
* changes and kills) must be processed even if their claimed source doesn't exist. If the given command is
* such a command and the source does not exist, the function returns a valid FakeUser that can be used to
* to process the command with.
* @return The command source to use when processing the command or NULL if the source wasn't found.
* Note that the direction of the returned source is not verified.
*/
User* FindSource(const std::string& prefix, const std::string& command);
/** Finish the authentication phase of this connection.
* Change the state of the connection to CONNECTED, create a TreeServer object for the server on the
* other end of the connection using the details provided in the parameters, and finally send a burst.
* @param remotename Name of the remote server
* @param remotesid SID of the remote server
* @param remotedesc Description of the remote server
* @param hidden True if the remote server is hidden according to the configuration
*/
void FinishAuth(const std::string& remotename, const std::string& remotesid, const std::string& remotedesc, bool hidden);
/** Authenticate the remote server.
* Validate the parameters and find the link block that matches the remote server. In case of an error,
* an appropriate snotice is generated, an ERROR message is sent and the connection is closed.
* Failing to find a matching link block counts as an error.
* @param params Parameters they sent in the SERVER command
* @return Link block for the remote server, or NULL if an error occurred
*/
Link* AuthRemote(const CommandBase::Params& params);
/** Write a line on this socket with a new line character appended, skipping all translation for old protocols
* @param line Line to write without a new line character at the end
*/
void WriteLineNoCompat(const std::string& line);
public:
const 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(Link* link, Autoconnect* myac, const irc::sockets::sockaddrs& sa);
/** 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(int newfd, ListenSocket* via, irc::sockets::sockaddrs* client, irc::sockets::sockaddrs* server);
/** Get link state
*/
ServerState GetLinkState() const { return LinkState; }
/** 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() CXX11_OVERRIDE;
/** 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.
*/
void OnConnected() CXX11_OVERRIDE;
/** Handle socket error event
*/
void OnError(BufferedSocketError e) CXX11_OVERRIDE;
/** 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.
*/
void SendServers(TreeServer* Current, TreeServer* s);
/** 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);
/** Returns mode list as a string, filtered by type.
* @param type The type of modes to return.
*/
std::string BuildModeList(ModeType type);
/** 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 CommandBase::Params& params);
/** 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);
/** 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() CXX11_OVERRIDE;
/** Send one or more complete lines down the socket
*/
void WriteLine(const std::string& line);
/** Handle ERROR command */
void Error(CommandBase::Params& params);
/** (local) -> SERVER
*/
bool Outbound_Reply_Server(CommandBase::Params& params);
/** (local) <- SERVER
*/
bool Inbound_Server(CommandBase::Params& params);
/** Handle IRC line split
*/
void Split(const std::string& line, std::string& tags, std::string& prefix, std::string& command, CommandBase::Params& params);
/** Process complete line from buffer
*/
void ProcessLine(std::string &line);
/** Process message tags received from a remote server. */
void ProcessTag(User* source, const std::string& tag, ClientProtocol::TagMap& tags);
/** Process a message for a fully connected server. */
void ProcessConnectedLine(std::string& tags, std::string& prefix, std::string& command, CommandBase::Params& params);
/** Handle socket timeout from connect()
*/
void OnTimeout() CXX11_OVERRIDE;
/** Handle server quit on close
*/
void Close() CXX11_OVERRIDE;
/** Fixes messages coming from old servers so the new command handlers understand them
*/
bool PreProcessOldProtocolMessage(User*& who, std::string& cmd, CommandBase::Params& params);
};