James Lu
55afa1bff6
unreal: log instances of PUID manging to debug
2016-04-03 13:01:08 -07:00
James Lu
75984c3c4c
ts6_common: add abstraction to convert UIDs->outgoing nicks
...
This is a more complete fix for #193 .
2016-04-03 12:57:47 -07:00
James Lu
9f20f8f767
unreal: update SJOIN matching regex
...
We should only treat symbols as a possible prefix, not letters. Things like +nick might be sent in a SJOIN instead of +001AAAAAA, for legacy servers.
2016-04-03 12:57:47 -07:00
James Lu
e687bb0a78
unreal: remove outfilter hack, this doesn't handle text including PUIDs properly
...
Reverts part of 44dc856ffa
.
2016-04-03 12:38:38 -07:00
James Lu
02ec50826b
unreal: fix super() syntax in SQUIT handling
2016-04-02 12:12:38 -07:00
James Lu
6acfbb4125
unreal: case-desensitize legacy server names when handling user introductions from them
2016-04-02 11:51:29 -07:00
James Lu
956167538a
unreal: add warnings & more descriptive errors regarding mixed_link
2016-04-02 10:56:41 -07:00
James Lu
f3ceefe87f
unreal: initialize legacy users on the right server
2016-04-02 10:56:13 -07:00
James Lu
c4273e68a4
unreal: fix for Python 3.4 support
...
The general syntax for unpacking lists with *list was only introduced in Python 3.5: https://www.python.org/dev/peps/pep-0448/
2016-04-02 09:32:03 -07:00
James Lu
4f08894227
unreal: typofix
2016-04-01 23:35:48 -07:00
James Lu
10be962318
unreal: actually return the hook data for NICK & KILL
2016-04-01 23:27:31 -07:00
James Lu
44dc856ffa
unreal: use an awful outFilter hack to convert PUIDs->nicks when sending outgoing commands
2016-04-01 23:14:04 -07:00
James Lu
74ee1ded4d
unreal: Start work on some really hacky Unreal 3.2 compat code ( #193 )
...
What works:
- Tracking user JOINs, QUITs, PARTs
What doesn't work:
- Sending messages from PyLink clients to 3.2 users. They have fake UIDs (nick@counter) which don't go anywhere, meaning messages are silently dropped.
2016-04-01 23:02:12 -07:00
James Lu
fd32bbf45f
unreal: fix typo in last commit
2016-04-01 19:12:58 -07:00
James Lu
efcc30c983
unreal: don't confuse legacy SERVER introductions from our uplink with protocol negotiation
...
Reported by Rascle on IRC.
2016-04-01 19:08:25 -07:00
James Lu
70b9bde2c4
unreal: fix a little typo
2016-03-26 13:26:57 -07:00
James Lu
ad517f80da
unreal: bump protocol version to 4000
2016-03-26 13:19:06 -07:00
James Lu
19ac5b59a5
protocols: drop underscores from pre-defined opertypes
2016-03-26 13:15:22 -07:00
James Lu
44083ccd5e
core: Store opertype info in all IrcUser objects
...
This allows plugins to define custom opertypes for their clients, and still have them show in WHOIS queries.
2016-03-26 12:55:23 -07:00
James Lu
bdbc1020f2
Merge branch 'master' into devel
2016-03-26 12:50:35 -07:00
James Lu
9cd1635f68
unreal: fix wrong variable name in handle_umode2
2016-03-26 12:50:23 -07:00
James Lu
e183078645
protocols: Remove "secret" testing channel name
2016-03-20 17:34:13 -07:00
James Lu
decdf141fd
unreal: don't use updateClient to update hostname of clients internally
2016-02-20 18:19:15 -08:00
James Lu
2ebdb4bad6
unreal: support services account tracking ( #25 ), fix handle_SVSMODE applying modes on the wrong target
2016-02-20 18:16:21 -08:00
James Lu
3c3ae104ba
unreal: remove bad check for users connecting via IPv4
...
This fixes a crash when... anyone using IPv4 connects.
2016-01-23 13:52:37 -08:00
James Lu
a220659eaf
Move unreal's handle_events block to ts6_common
...
Precursor to part 2 of #156 .
2016-01-16 17:48:22 -08:00
James Lu
812a866a4e
protocols: rename pingServer -> ping
2016-01-16 17:11:23 -08:00
James Lu
3d0bf18001
protocols: rename topicClient -> topic; topicServer -> topicBurst
...
This is one of the few commands that I won't consolidate at this time, because there is actually a difference in how most IRCds handle topic bursts and normal topic changes
2016-01-16 17:09:52 -08:00
James Lu
5ccf204c75
protocols: consolidate modeClient and modeServer into mode()
2016-01-16 17:08:17 -08:00
James Lu
eef97ac035
protocols: consolidate killServer / killClient into kill()
2016-01-16 17:03:22 -08:00
James Lu
ee65ac60e1
protocols: rename sjoinServer(...) -> sjoin(...)
2016-01-16 16:53:46 -08:00
James Lu
108be5e25e
protocols: rename knockClient -> knock
2016-01-16 16:41:17 -08:00
James Lu
b4e5c57a35
protocols: rename inviteClient(...) -> invite(...)
2016-01-16 16:38:27 -08:00
James Lu
acdd7dbb78
protocols: rename joinClient(...) -> join(...)
2016-01-16 16:36:45 -08:00
James Lu
ff6841c551
protocols: record the right sender in TOPIC handlers (first part of #127 )
2016-01-09 20:50:55 -08:00
James Lu
8db8f6b6c4
note to self: never use case-insensitive find/replace again
2016-01-09 18:34:41 -08:00
James Lu
48203ff321
protocols: reword error text
2016-01-09 17:44:18 -08:00
James Lu
9a43a620f9
unreal: implicitly set +xt when SETHOST or CHGHOST is received ( #136 )
2016-01-03 11:28:35 -08:00
James Lu
adcb61da67
unreal: update users' hosts properly on setting +x/-x
...
Closes #136 .
2016-01-03 11:28:26 -08:00
James Lu
eac934c237
classes: sort code, move nickToUid, clientToServer, isInternalClient, isInternalServer into the Irc class
...
The following BREAKING changes are made:
utils.nickToUid(irc, nick) -> irc.nickToUid(nick)
utils.isInternalClient(irc, uid) -> irc.isInternalClient(uid)
utils.isInternalServer(irc, uid) -> irc.isInternalServer(uid)
utils.clientToServer(irc, uid) -> utils.getServer(uid)
2015-12-31 17:28:47 -08:00
James Lu
741fed9acd
protocols: allow changing remote users' hosts in updateClient
...
Closes #142 .
2015-12-30 15:54:09 -08:00
James Lu
bf7522697a
Rename PYLINK_CLIENT_OPERED hook -> CLIENT_OPERED
...
To be consistent, any PYLINK_* hooks should internal hooks sent out by PyLink itself. CLIENT_OPERED, on the other hand, requires protocol modules to send it and thus, shouldn't be labeled as a PYLINK_* hook.
2015-12-26 15:41:22 -08:00
James Lu
11adee9d78
Yet another documentation refresh ( #113 )
2015-12-26 14:45:28 -08:00
James Lu
3f45450969
unreal: move setting irc.connected to AFTER protocol negotiation, and add missing EOS (ENDBURST) handler
...
The lack of the latter caused relay to *fail* to spawn users whenever an Unreal server reconnects, which should be fixed now.
2015-12-24 18:13:53 -08:00
James Lu
349cff36e1
protocols: in TOPIC hooks, send the topic as keyword "text" instead of keyword "topic"
...
This is just to be more consistent, as other hooks usually use "text" for text fields.
2015-12-18 22:05:10 -08:00
James Lu
6d597e4482
unreal: call PYLINK_CLIENT_OPERED hooks where we're supposed to
2015-12-17 21:37:01 -08:00
James Lu
f79524e9e1
unreal: remove duplicate import
2015-12-06 17:44:59 -08:00
James Lu
62501ce8f2
unreal: actually, storing the cloaked host instead of the real host is a better idea
...
This prevents IP leaks, at least until #136 is fixed. Reverts part of b965f2c
.
2015-11-28 20:57:33 -08:00
James Lu
f8cc297522
unreal: remove "possible desync" warning in _getNick
2015-11-26 22:52:29 -08:00
James Lu
994eaef12c
unreal: forcibly SETHOST to the desired vHost in spawnClient
...
This prevents real host / IP address leaks, since the "virt host" specified in UID doesn't seem to be respected by the IRCd (real host is shown instead). Workaround for #136 .
2015-11-26 22:34:15 -08:00
James Lu
0c068c6543
unreal: fix #137
...
a.k.a. fix the mess I made encoding IPs by not knowing about socket.inet_pton / socket.inet_ntop.
2015-11-26 22:15:52 -08:00
James Lu
b965f2c4b0
unreal: store the displayed host, not the Unreal-cloaking (+x) host in users
...
I was misinterpreting the UID command syntax. See #136 for what still has to be done.
2015-11-22 13:07:25 -08:00
James Lu
5c0517ba40
unreal/ts6/relay: add some more user mode support
...
Cloaking is still a bit iffy on UnrealIRCd networks - Unreal insists on applying its own cloaking for +x users, but vHosts for non +x remote users don't apply at all (their real host is shown instead)
2015-11-21 23:57:24 -08:00
James Lu
e86d21e67d
unreal: map SETHOST/IDENT/NAME to the right hooks
2015-11-21 23:28:39 -08:00
James Lu
06539fc813
unreal: add missing SJOIN->JOIN hook map, and set irc.connected (relay will otherwise break)
2015-11-15 21:42:58 -08:00
James Lu
0f269da9b8
unreal: add outgoing KNOCK
...
In Unreal, KNOCKs are simply specially formatted notices sent from the orginating user's server. No special inbound hook is used to handle this as a result.
2015-11-15 21:09:40 -08:00
James Lu
2ddb72f9ec
unreal: add incoming/outgoing INVITE support
2015-11-15 21:00:51 -08:00
James Lu
89e515f513
unreal: don't set TS to 0 when it's sent in MODE (samode overrides the timestamp as this to ensure it always works)
2015-11-15 09:52:01 -08:00
James Lu
7e8e8f33f7
unreal: add updateClient
2015-11-15 09:45:46 -08:00
James Lu
a5a2481205
unreal: handle sethost, chghost, and all that
2015-11-15 09:30:29 -08:00
James Lu
ac48c49591
Move squitServer/spawnServer to ts6_common, add topicServer for Unreal
2015-11-15 09:12:21 -08:00
James Lu
5664218254
unreal: add WHOIS handling
2015-11-11 19:40:26 -08:00
James Lu
8c60782753
unreal: add modeClient/modeServer
2015-11-11 19:24:57 -08:00
James Lu
76472560ab
unreal: add killServer/killClient
2015-11-11 19:09:37 -08:00
James Lu
fcd1bf5c37
unreal: fix typo in one updateTS call
2015-11-11 19:09:30 -08:00
James Lu
6f9feb46b1
unreal: fix last commit (actually map the hook & set modes on RIGHT target)
2015-11-11 18:55:05 -08:00
James Lu
6601071d35
unreal: add svsmode/svs2mode handler
2015-11-08 15:27:09 -08:00
James Lu
119aa8939b
unreal: use Protocol.updateTS() for TS checks
2015-11-08 15:27:09 -08:00
James Lu
6f36fb7126
unreal: alias SVSKILL to KILL
2015-11-01 21:50:46 -08:00
James Lu
4a4c43d3c4
unreal: handle timestamps in MODE (channel bursts), ignoring when TS is 0
2015-11-01 21:41:41 -08:00
James Lu
dbe24973d5
unreal: add joinClient + sjoinServer, support +qaohv properly
2015-10-12 19:38:38 -07:00
James Lu
f0ff14fda9
unreal: fix spawnClient manipulatable setting
2015-10-12 19:34:52 -07:00
James Lu
90fd64b125
unreal: store IPs properly, now that I understand how...
2015-10-12 18:45:25 -07:00
James Lu
399f89900b
unreal: TOPIC inbound handler ( #104 )
2015-10-12 18:25:30 -07:00
James Lu
00a6008078
unreal: we can send NETINFO instantly now, since network full name is a config option
2015-10-12 18:20:16 -07:00
James Lu
b5677806e7
unreal: bump protocol version to 3999 (Unreal 4.0.0-rc1)
2015-10-12 18:17:58 -07:00
James Lu
1eeeba1e86
unreal: support legacy server introduction ( #119 )
2015-10-12 18:15:39 -07:00
James Lu
2fc0e086ae
unreal: rename _convertNick => _getNick
2015-10-12 17:58:36 -07:00
James Lu
4f4ad7b54d
unreal: switch to _getSid for server name reverse lookup
2015-10-12 17:50:44 -07:00
James Lu
6e30a62a4a
unreal: SQUIT and SID handlers ( #114 )
2015-10-09 22:38:28 -07:00
James Lu
d5a2d3b0e8
unreal: fix incorrect comment
2015-10-09 21:39:09 -07:00
James Lu
a3ee7f2c8a
unreal: handle UMODE2 (self user mode changes)
...
For #114 . TODO: find out if it's possible to set modes on other users, and handle that if applicable
2015-10-09 21:37:44 -07:00
James Lu
9927627630
unreal: add handle_mode (channel modes) and support for unreal +f ( #104 )
2015-10-08 21:06:57 -07:00
James Lu
c50866c3a9
unreal: Fix handle_sjoin ( #104 )
2015-10-08 20:48:10 -07:00
James Lu
963b9e978e
unreal: Add handle_sjoin ( #104 )
2015-10-08 20:46:30 -07:00
James Lu
009cac2263
unreal: fix joinClient not adding users to state ( #104 )
2015-10-08 20:44:12 -07:00
James Lu
665481276d
unreal: update spawnClient to latest spec, improve handle_events and documentation to be more correct
2015-10-08 20:28:21 -07:00
James Lu
886994475d
Merge branch 'master' into wip/unrealircd
...
Conflicts:
classes.py
2015-09-23 18:59:17 -07:00
James Lu
ca3372b0af
protocols/unreal: class()-ify everything
2015-09-10 18:41:01 -07:00
James Lu
871e6a5c47
unreal: JOIN handlers
2015-09-05 12:29:20 -07:00
James Lu
76246dea70
unreal: add NOTICE and PRIVMSG (inbound/outbound)
2015-09-05 12:02:45 -07:00
James Lu
b63d7619da
unreal: validate uplink protocol version (needs >=2351)
2015-09-05 11:52:46 -07:00
James Lu
cae4c60b56
unreal: stricter protocol negotiation (check needed capabilities)
2015-09-05 11:45:28 -07:00
James Lu
bd30bc862e
unreal: Implement spawnClient and (most of) inbound UID handling
2015-09-04 11:51:00 -07:00
James Lu
83725f90ff
unreal: coerse sender names to UIDs if they're not given
...
Unreal's protocol isn't quite consistent with UIDs yet... Some commands (PART, QUIT, NICK) use them, while others (KILL, MODE) don't.
2015-09-04 11:51:00 -07:00
James Lu
6d00309f9f
unreal: update imports, add (shared) handlers for QUIT, PART, NICK, and KILL
2015-09-04 11:51:00 -07:00
James Lu
18dc1591aa
unreal: Niceties like PING/PONG handling and enumerating our uplink's server
2015-09-03 16:07:30 -07:00
James Lu
58b00d1c23
Initial UnrealIRCd protocol stub ( #39 )
2015-09-03 13:32:59 -07:00