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270 lines
10 KiB
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$Id: ts6.txt 6 2005-09-10 01:02:21Z nenolod $
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TS6 Proposal (v7)
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Written by Lee H <lee@leeh.co.uk>
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Ideas borrowed heavily from ircnet (Beeth, jv, Q)
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Introduction
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------------
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This document aims to fix some of the flaws that are still present in the
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current TS system.
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Whilst only one person may use a nickname at any one time, they are not
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a reliable method of directing commands between servers. Clients can change
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their nicknames, which can create desyncs. A reliable method of directing
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messages between servers is required so that a message will always reach the
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intended destination, even if the client changes nicks in between.
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UID solves this problem by ensuring that a client has a unique ID for the
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duration of his connection.
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This document also aims to solve the lack of TS rules to channel 'bans' on
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a netburst. Bans from both sides of a TS war (losing/winning) are kept.
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Bursting the bans with a TS solves this problem.
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There is also a race condition in the current TS system, where a user can
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issue a mode during a netburst and the mode will be set on the server
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we are bursting to.
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Definitions
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-----------
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Throughout this document, the following terms are used:
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SID - A servers unique ID. This is three characters long and must be in
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the form [0-9][A-Z0-9][A-Z0-9]
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ID - A clients unique ID. This is six characters long and must be in
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the form [A-Z][A-Z0-9][A-Z0-9][A-Z0-9][A-Z0-9][A-Z0-9]. The
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numbers [0-9] at the beginning of an ID are legal characters, but
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reserved for future use.
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UID - An ID concateneted to a SID. This forms the clients UID.
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TS6 - The TS version 6.
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Support
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-------
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Support for this document is given by the TS version 6.
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Wherever a destination parameter or source parameter is used, it must use
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the SID or UID if the server/client has one. A TS6 capable server must
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translate any SIDs/UIDs back into the server/clients name when communicating
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with a server that does not support TS6.
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A TS6 server must also support the QS (quitstorm) system, and the encap
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specification found here:
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http://www.leeh.co.uk/ircd/encap.txt
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The TS6 protocol does not supports masked entities.
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Nick TS rules
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-------------
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A server receiving a command that requires nick TS rules must check for a
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collision between an existing user, and the nick in the received message.
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(the "new user"). The collisions must obey the rules specified in Nick TS
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collisions.
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If the TS received is lower than the TS of the existing user the server will
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collide the existing user if the clients user@host are different, if the
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clients user@hosts are identical it will collide the new user.
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If the TS received is equal to the TS of the existing user both clients are
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collided.
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If the TS received is higher than the TS of the existing user, the server
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will collide the existing user if the user@hosts are identical, if the
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clients user@host are different it will collide the new user and drop the
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message.
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Nick TS collisions
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------------------
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If both users are to be collided, we must issue a KILL for the existing
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user to all servers. If the new user has a UID then we must also issue a
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KILL for that UID back to the server sending us data causing the collision.
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If only the existing user is being collided, we must issue a KILL for the
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existing user to all servers except the server sending us data. If the
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existing user has a UID and the server sending us data supports TS6 then
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we must also issue a KILL for the existing users UID to the server sending
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us data.
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If only the new user is being collided, we must issue a KILL for the new user
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back to the server sending us data if the new user has a UID.
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Channel TS rules
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----------------
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A server receiving a command that requires normal channel TS rules must
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apply the following rules to the command.
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If the TS received is lower than our TS of the channel a TS6 server must
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remove status modes (+ov etc) and channel modes (+nt etc). If the
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originating server is TS6 capable (ie, it has a SID), the server must
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also remove any ban modes (+b etc). The new modes and statuses are then
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accepted.
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If any bans are removed, the server must send to non-TS6, directly connected
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servers mode changes removing the bans after the command is propagated.
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This prevents desync with banlists, and has to be sent after as clients are
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still able to send mode changes before the triggering command arrives.
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If the TS received is equal to our TS of the channel the server should keep
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its current modes and accept the received modes and statuses.
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If the TS received is higher than our TS of the channel the server should keep
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its current modes and ignore the received modes and statuses. Any statuses
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given in the received message will be removed. A server must mark clients
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losing their op (+o) status who do not have a UID as 'deopped'. A server must
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ignore any "MODE" commands from a user marked as 'deopped'.
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Simple channel TS rules
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-----------------------
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A server receiving a command that requires simple channel TS rules must
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apply the following rules to the command.
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If the TS received is lower, or equal to our TS of the channel the modes are
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accepted. If the TS received is higher than our TS of the channel the modes
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are ignored and dropped.
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Simple channel TS rules do not affect current modes in the channel except
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for the modes we are accepting.
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The following commands are defined here as the TS6 protocol
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-----------------------------------------------------------
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PASS:
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PASS <PASSWORD> TS <TS_CURRENT> :<SID>
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This command is used for password verification with the server we are
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connecting to.
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Due to the burst being sent on verification of the "SERVER" command, and
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"SVINFO" being sent after "SERVER", we need to be aware of the TS version
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earlier to decide whether to send a TS6 burst or not.
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The <PASSWORD> field is the password we have stored for this server,
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<TS_CURRENT> is our current TS version. If this field is not present then
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the server does not support TS6. <SID> is the SID of the server.
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UID:
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:<SID> UID <NICK> <HOPS> <TS> +<UMODE> <USERNAME> <HOSTNAME> <IP> <UID> :<GECOS>
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This command is used for introducing clients to the network.
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The <SID> field is the SID of the server the client is connected to.
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The <NICK> field is the nick of the client being introduced. The <HOPS>
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field is the amount of server hops between the server being burst to and
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the server the client is on. The <TS> field is the TS of the client, either
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the time they connected or the time they last changed nick. The <UMODE>
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field contains the clients usermodes that need to be transmitted between
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servers. The <USERNAME> field contains the clients username/ident. The
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<HOSTNAME> field contains the clients host.
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The <IP> field contains the clients IP. If the IP is not to be sent
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(due to a spoof etc), the field must be sent as "0". The <UID> field is the
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clients UID. The <GECOS> field is the clients gecos.
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A server receiving a UID command must apply nick TS rules to the nick.
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SID:
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:<SID> SID <SERVERNAME> <HOPS> <SID> :<GECOS>
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This command is used for introducing servers to the network.
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The first <SID> field is the SID of the new servers uplink. The
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<SERVERNAME> field is the new servers name. The <HOPS> field is the hops
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between the server being introduced nd the server being burst to.
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The second <SID> field is the SID of the new server. The <GECOS> field i
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is the new servers gecos.
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Upon receiving the SID command servers must check for a SID collision.
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Two servers must not be allowed to link to the network with the same SID.
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If a server detects a SID collision it must drop the link to the directly
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connected server through which the command was received.
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Client and servers which do not have a UID/SID must be introduced by old
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methods.
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SJOIN:
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:<SID> SJOIN <TS> <CHANNAME> +<CHANMODES> :<UIDS>
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This command is used for introducing users to channels.
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The <SID> field is the SID of the server introducing users to the channel.
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The <TS> field is the channels current TS, <CHANNAME> is the channels
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current name, <CHANMODES> are the channels current modes. <UIDS> is a
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space delimited list of clients UIDs to join to the channel. Each clients
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UID is prefixed with their status on the channel, ie "@UID" for an opped
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user. Multiple prefixes are allowed, "peons" (clients without a status) are
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not prefixed.
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A server receiving an SJOIN must apply normal channel TS rules to the SJOIN.
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A TS6 server must not use the SJOIN command outside of a netburst
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to introduce a single user to an existing channel. It must instead
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use the "JOIN" command defined in this specification. A TS6 server must
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still use SJOIN for creating channels.
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JOIN:
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:<UID> JOIN <TS> <CHANNAME> +<CHANMODES>
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This command is used for introducing one user unopped to an existing channel.
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The <UID> field is the UID of the client joining the channel. The
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<TS> field is the channels current TS, <CHANNAME> is the channels
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current name, <CHANMODES> are the channels current modes.
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A server receiving a JOIN must apply normal channel TS rules to the JOIN.
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It should be noted that whilst JOIN would not normally create a
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channel, during specific race conditions it can. This can create
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a ban desync that this specification does not rectify.
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BMASK:
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:<SID> BMASK <TS> <CHANNAME> <TYPE> :<MASKS>
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This command is used for bursting channel bans to a network.
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The <SID> field is the SID of the server bursting the bans. The
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<TS> field is the channels current TS, <CHANNAME> is the channels
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name. <TYPE> is a single character identifying the mode type (ie,
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for a ban 'b'). <MASKS> is a space delimited list of masks of the
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given mode,limited only in length to the size of the buffer as defined
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by RFC1459.
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A server receiving a BMASK must apply simple channel TS rules to the BMASK.
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A TS6 server must translate BMASKs into raw modes for non-TS6
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capable servers. This command must be used only after SJOIN has
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been sent for the given channel.
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It should be noted however, that a BMASK with a lower TS should
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not be possible without a desync, due to it being sent after
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SJOIN.
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TMODE:
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:<UID> TMODE <TS> <CHANNAME> <MODESTRING>
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This command is used for clients issuing modes on a channel.
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<UID> is the UID of the client setting the mode. <TS> is the
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current TS of the channel, <CHANNAME> is the channels name.
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<MODESTRING> is the raw mode the client is setting.
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A server receiving a TMODE must apply simple channel TS rules to the TMODE.
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A TS6 server must translate MODEs issued by a local client into TMODE
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to send to other TS6 capable servers.
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