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unrealircd/src/dns.c

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/************************************************************************
* IRC - Internet Relay Chat, src/dns.c
* (C) 2005 Bram Matthys (Syzop) and the UnrealIRCd Team
*
* This program 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; either version 1, or (at your option)
* any later version.
*
* 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, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
*/
#include "unrealircd.h"
#include "dns.h"
#if !defined(UNREAL_VERSION_TIME)
#error "YOU MUST RUN ./Config WHENEVER YOU ARE UPGRADING UNREAL!!!!"
#endif
/* Prevent crashes due to invalid prototype/ABI.
* And force the use of at least the version shipped with Unreal
* (or at least one without known security issues).
*/
#if ARES_VERSION < 0x010600
#error "You have an old c-ares version on your system and/or Unreals c-ares failed to compile!"
#endif
/* Forward declerations */
void unrealdns_cb_iptoname(void *arg, int status, int timeouts, struct hostent *he);
void unrealdns_cb_nametoip_verify(void *arg, int status, int timeouts, struct hostent *he);
void unrealdns_cb_nametoip_link(void *arg, int status, int timeouts, struct hostent *he);
void unrealdns_delasyncconnects(void);
static uint64_t unrealdns_hash_ip(const char *ip);
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static void unrealdns_addtocache(const char *name, const char *ip);
static const char *unrealdns_findcache_ip(const char *ip);
struct hostent *unreal_create_hostent(const char *name, const char *ip);
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static void unrealdns_freeandremovereq(DNSReq *r);
void unrealdns_removecacherecord(DNSCache *c);
/* Externs */
extern void proceed_normal_client_handshake(Client *client, struct hostent *he);
/* Global variables */
ares_channel resolver_channel; /**< The resolver channel. */
DNSStats dnsstats;
static DNSReq *requests = NULL; /**< Linked list of requests (pending responses). */
static DNSCache *cache_list = NULL; /**< Linked list of cache */
static DNSCache *cache_hashtbl[DNS_HASH_SIZE]; /**< Hash table of cache */
static unsigned int unrealdns_num_cache = 0; /**< # of cache entries in memory */
static char siphashkey_dns_ip[SIPHASH_KEY_LENGTH];
static void unrealdns_io_cb(int fd, int revents, void *data)
{
ares_socket_t read_fd, write_fd;
FDEntry *fde;
read_fd = write_fd = ARES_SOCKET_BAD;
fde = &fd_table[fd];
if (revents & FD_SELECT_READ)
read_fd = fde->fd;
if (revents & FD_SELECT_WRITE)
write_fd = fde->fd;
ares_process_fd(resolver_channel, read_fd, write_fd);
}
static void unrealdns_sock_state_cb(void *data, ares_socket_t fd, int read, int write)
{
int selflags = 0;
if (!read && !write)
{
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fd_close(fd);
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return;
}
if (read)
selflags |= FD_SELECT_READ;
if (write)
selflags |= FD_SELECT_WRITE;
fd_setselect(fd, selflags, unrealdns_io_cb, data);
}
/* Who thought providing a socket OPEN callback without a socket CLOSE callback was
* a good idea...? --nenolod
*/
static int unrealdns_sock_create_cb(ares_socket_t fd, int type, void *data)
{
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/* NOTE: We use FDCLOSE_NONE here because c-ares
* will take care of the closing. So *WE* must
* never close the socket.
*/
fd_open(fd, "DNS Resolver Socket", FDCLOSE_NONE);
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return ARES_SUCCESS;
}
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EVENT(unrealdns_timeout)
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{
ares_process_fd(resolver_channel, ARES_SOCKET_BAD, ARES_SOCKET_BAD);
}
static Event *unrealdns_timeout_hdl = NULL;
void init_resolver(int firsttime)
{
struct ares_options options;
int n;
int optmask;
if (requests)
abort(); /* should never happen */
if (firsttime)
{
memset(&cache_hashtbl, 0, sizeof(cache_hashtbl));
memset(&dnsstats, 0, sizeof(dnsstats));
siphash_generate_key(siphashkey_dns_ip);
ares_library_init(ARES_LIB_INIT_ALL);
}
memset(&options, 0, sizeof(options));
options.timeout = 1500; /* 1.5 seconds */
options.tries = 2;
/* Note that the effective DNS timeout is NOT simply 1500*2=3000.
* This is because c-ares does some incremental timeout stuff itself
* that may add up to twice the timeout in the second round,
* so effective max is 1500ms first and then up to 3000s, so 4500ms in total
* (until they change the algorithm again, that is...).
*/
options.flags |= ARES_FLAG_NOALIASES|ARES_FLAG_IGNTC;
options.sock_state_cb = unrealdns_sock_state_cb;
optmask = ARES_OPT_TIMEOUTMS|ARES_OPT_TRIES|ARES_OPT_FLAGS|ARES_OPT_SOCK_STATE_CB;
#ifndef _WIN32
/* on *NIX don't use the hosts file, since it causes countless useless reads.
* on Windows we use it for now, this could be changed in the future.
*/
options.lookups = "b";
optmask |= ARES_OPT_LOOKUPS;
#endif
n = ares_init_options(&resolver_channel, &options, optmask);
if (n != ARES_SUCCESS)
{
/* FATAL */
config_error("resolver: ares_init_options() failed with error code %d [%s]", n, ares_strerror(n));
#ifdef _WIN32
win_error();
#endif
exit(-7);
}
ares_set_socket_callback(resolver_channel, unrealdns_sock_create_cb, NULL);
unrealdns_timeout_hdl = EventAdd(NULL, "unrealdns_timeout", unrealdns_timeout, NULL, 500, 0);
}
void reinit_resolver(Client *client)
{
EventDel(unrealdns_timeout_hdl);
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unreal_log(ULOG_INFO, "dns", "REINIT_RESOLVER", client,
"$client requested reinitalization of the DNS resolver");
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ares_destroy(resolver_channel);
init_resolver(0);
}
void unrealdns_addreqtolist(DNSReq *r)
{
if (requests)
{
r->next = requests;
requests->prev = r;
}
requests = r;
}
/** Get (and verify) the host for an incoming client.
* - it checks the cache first, returns the host if found (and valid).
* - if not found in cache it does ip->name and then name->ip, if both resolve
* to the same name it is accepted, otherwise not.
* We return NULL in this case and an asynchronic request is done.
* When done, proceed_normal_client_handshake() is called.
*/
struct hostent *unrealdns_doclient(Client *client)
{
DNSReq *r;
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const char *cache_name;
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cache_name = unrealdns_findcache_ip(client->ip);
if (cache_name)
return unreal_create_hostent(cache_name, client->ip);
/* Create a request */
r = safe_alloc(sizeof(DNSReq));
r->client = client;
r->ipv6 = IsIPV6(client);
unrealdns_addreqtolist(r);
/* Execute it */
if (r->ipv6)
{
struct in6_addr addr;
memset(&addr, 0, sizeof(addr));
inet_pton(AF_INET6, client->ip, &addr);
ares_gethostbyaddr(resolver_channel, &addr, 16, AF_INET6, unrealdns_cb_iptoname, r);
} else {
struct in_addr addr;
memset(&addr, 0, sizeof(addr));
inet_pton(AF_INET, client->ip, &addr);
ares_gethostbyaddr(resolver_channel, &addr, 4, AF_INET, unrealdns_cb_iptoname, r);
}
return NULL;
}
/** Resolve a name to an IP, for a link block.
*/
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void unrealdns_gethostbyname_link(const char *name, ConfigItem_link *conf, int ipv4_only)
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{
DNSReq *r;
/* Create a request */
r = safe_alloc(sizeof(DNSReq));
r->linkblock = conf;
safe_strdup(r->name, name);
if (!DISABLE_IPV6 && !ipv4_only)
{
/* We try an IPv6 lookup first, and if that fails we try IPv4. */
r->ipv6 = 1;
}
unrealdns_addreqtolist(r);
/* Execute it */
ares_gethostbyname(resolver_channel, r->name, r->ipv6 ? AF_INET6 : AF_INET, unrealdns_cb_nametoip_link, r);
}
void unrealdns_cb_iptoname(void *arg, int status, int timeouts, struct hostent *he)
{
DNSReq *r = (DNSReq *)arg;
DNSReq *newr;
Client *client = r->client;
char ipv6 = r->ipv6;
unrealdns_freeandremovereq(r);
if (!client)
return;
/* Check for status and null name (yes, we must) */
if ((status != 0) || !he->h_name || !*he->h_name)
{
/* Failed */
proceed_normal_client_handshake(client, NULL);
return;
}
/* Good, we got a valid response, now prepare for name -> ip */
newr = safe_alloc(sizeof(DNSReq));
newr->client = client;
newr->ipv6 = ipv6;
safe_strdup(newr->name, he->h_name);
unrealdns_addreqtolist(newr);
ares_gethostbyname(resolver_channel, he->h_name, ipv6 ? AF_INET6 : AF_INET, unrealdns_cb_nametoip_verify, newr);
}
void unrealdns_cb_nametoip_verify(void *arg, int status, int timeouts, struct hostent *he)
{
DNSReq *r = (DNSReq *)arg;
Client *client = r->client;
char ipv6 = r->ipv6;
int i;
struct hostent *he2;
if (!client)
goto bad;
if ((status != 0) || (ipv6 && (he->h_length != 16)) || (!ipv6 && (he->h_length != 4)))
{
/* Failed: error code, or data length is incorrect */
proceed_normal_client_handshake(client, NULL);
goto bad;
}
/* Verify ip->name and name->ip mapping... */
for (i = 0; he->h_addr_list[i]; i++)
{
if (r->ipv6)
{
struct in6_addr addr;
if (inet_pton(AF_INET6, client->ip, &addr) != 1)
continue; /* something fucked */
if (!memcmp(he->h_addr_list[i], &addr, 16))
break; /* MATCH */
} else {
struct in_addr addr;
if (inet_pton(AF_INET, client->ip, &addr) != 1)
continue; /* something fucked */
if (!memcmp(he->h_addr_list[i], &addr, 4))
break; /* MATCH */
}
}
if (!he->h_addr_list[i])
{
/* Failed name <-> IP mapping */
proceed_normal_client_handshake(client, NULL);
goto bad;
}
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if (!valid_host(r->name, 1))
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{
/* Hostname is bad, don't cache and consider unresolved */
proceed_normal_client_handshake(client, NULL);
goto bad;
}
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/* Get rid of stupid uppercase DNS names... */
strtolower(r->name);
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/* Entry was found, verified, and can be added to cache */
unrealdns_addtocache(r->name, client->ip);
he2 = unreal_create_hostent(r->name, client->ip);
proceed_normal_client_handshake(client, he2);
bad:
unrealdns_freeandremovereq(r);
}
void unrealdns_cb_nametoip_link(void *arg, int status, int timeouts, struct hostent *he)
{
DNSReq *r = (DNSReq *)arg;
int n;
struct hostent *he2;
char ipbuf[HOSTLEN+1];
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const char *ip = NULL;
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if (!r->linkblock)
{
/* Possible if deleted due to rehash async removal */
unrealdns_freeandremovereq(r);
return;
}
if ((status != 0) || !he->h_addr_list || !he->h_addr_list[0])
{
if (r->ipv6)
{
/* Retry for IPv4... */
r->ipv6 = 0;
ares_gethostbyname(resolver_channel, r->name, AF_INET, unrealdns_cb_nametoip_link, r);
return;
}
/* fatal error while resolving */
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unreal_log(ULOG_ERROR, "link", "LINK_ERROR_RESOLVING", NULL,
"Unable to resolve hostname $link_block.hostname, when trying to connect to server $link_block.",
log_data_link_block(r->linkblock));
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r->linkblock->refcount--;
unrealdns_freeandremovereq(r);
return;
}
r->linkblock->refcount--;
if (!he->h_addr_list[0] || (he->h_length != (r->ipv6 ? 16 : 4)) ||
!(ip = inetntop(r->ipv6 ? AF_INET6 : AF_INET, he->h_addr_list[0], ipbuf, sizeof(ipbuf))))
{
/* Illegal response -- fatal */
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unreal_log(ULOG_ERROR, "link", "LINK_ERROR_RESOLVING", NULL,
"Unable to resolve hostname $link_block.hostname, when trying to connect to server $link_block.",
log_data_link_block(r->linkblock));
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unrealdns_freeandremovereq(r);
return;
}
/* Ok, since we got here, it seems things were actually succesfull */
/* Fill in [linkblockstruct]->ipnum */
safe_strdup(r->linkblock->connect_ip, ip);
he2 = unreal_create_hostent(he->h_name, ip);
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/* Try to connect to the server */
connect_server(r->linkblock, r->client, he2);
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unrealdns_freeandremovereq(r);
/* DONE */
}
static uint64_t unrealdns_hash_ip(const char *ip)
{
return siphash(ip, siphashkey_dns_ip) % DNS_HASH_SIZE;
}
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static void unrealdns_addtocache(const char *name, const char *ip)
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{
unsigned int hashv;
DNSCache *c;
dnsstats.cache_adds++;
hashv = unrealdns_hash_ip(ip);
/* Check first if it is already present in the cache.
* This is possible, when 2 clients connect at the same time.
*/
for (c = cache_hashtbl[hashv]; c; c = c->hnext)
if (!strcmp(ip, c->ip))
return; /* already present in cache */
/* Remove last item, if we got too many entries.. */
if (unrealdns_num_cache >= DNS_MAX_ENTRIES)
{
for (c = cache_list; c->next; c = c->next);
unrealdns_removecacherecord(c);
}
/* Create record */
c = safe_alloc(sizeof(DNSCache));
safe_strdup(c->name, name);
safe_strdup(c->ip, ip);
c->expires = TStime() + DNSCACHE_TTL;
/* Add to hash table */
if (cache_hashtbl[hashv])
{
cache_hashtbl[hashv]->hprev = c;
c->hnext = cache_hashtbl[hashv];
}
cache_hashtbl[hashv] = c;
/* Add to linked list */
if (cache_list)
{
cache_list->prev = c;
c->next = cache_list;
}
cache_list = c;
unrealdns_num_cache++;
/* DONE */
}
/** Search the cache for a confirmed ip->name and name->ip match, by address.
* @returns The resolved hostname, or NULL if not found in cache.
*/
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static const char *unrealdns_findcache_ip(const char *ip)
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{
unsigned int hashv;
DNSCache *c;
hashv = unrealdns_hash_ip(ip);
for (c = cache_hashtbl[hashv]; c; c = c->hnext)
if (!strcmp(ip, c->ip))
{
dnsstats.cache_hits++;
return c->name;
}
dnsstats.cache_misses++;
return NULL;
}
/** Removes dns cache record from list (and frees it).
*/
void unrealdns_removecacherecord(DNSCache *c)
{
unsigned int hashv;
/* We basically got 4 pointers to update:
* <previous listitem>->next
* <next listitem>->previous
* <previous hashitem>->next
* <next hashitem>->prev.
* And we need to update 'cache_list' and 'cache_hash[]' if needed.
*/
if (c->prev)
c->prev->next = c->next;
else
cache_list = c->next; /* new list HEAD */
if (c->next)
c->next->prev = c->prev;
if (c->hprev)
c->hprev->hnext = c->hnext;
else {
/* new hash HEAD */
hashv = unrealdns_hash_ip(c->ip);
if (cache_hashtbl[hashv] != c)
abort(); /* impossible */
cache_hashtbl[hashv] = c->hnext;
}
if (c->hnext)
c->hnext->hprev = c->hprev;
safe_free(c->name);
safe_free(c->ip);
safe_free(c);
unrealdns_num_cache--;
}
/** This regulary removes old dns records from the cache */
EVENT(unrealdns_removeoldrecords)
{
DNSCache *c, *next;
for (c = cache_list; c; c = next)
{
next = c->next;
if (c->expires < TStime())
unrealdns_removecacherecord(c);
}
}
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struct hostent *unreal_create_hostent(const char *name, const char *ip)
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{
struct hostent *he;
/* Create a hostent structure (I HATE HOSTENTS) and return it.. */
he = safe_alloc(sizeof(struct hostent));
safe_strdup(he->h_name, name);
if (strchr(ip, ':'))
{
/* IPv6 */
he->h_addrtype = AF_INET6;
he->h_length = sizeof(struct in6_addr);
he->h_addr_list = safe_alloc(sizeof(char *) * 2); /* alocate an array of 2 pointers */
he->h_addr_list[0] = safe_alloc(sizeof(struct in6_addr));
inet_pton(AF_INET6, ip, he->h_addr_list[0]);
} else {
he->h_addrtype = AF_INET;
he->h_length = sizeof(struct in_addr);
he->h_addr_list = safe_alloc(sizeof(char *) * 2); /* alocate an array of 2 pointers */
he->h_addr_list[0] = safe_alloc(sizeof(struct in_addr));
inet_pton(AF_INET, ip, he->h_addr_list[0]);
}
return he;
}
void unreal_free_hostent(struct hostent *he)
{
safe_free(he->h_name);
safe_free(he->h_addr_list[0]);
safe_free(he->h_addr_list);
safe_free(he);
}
static void unrealdns_freeandremovereq(DNSReq *r)
{
if (r->prev)
r->prev->next = r->next;
else
requests = r->next; /* new HEAD */
if (r->next)
r->next->prev = r->prev;
safe_free(r->name);
safe_free(r);
}
/** Delete requests for client 'client'.
* Actually we DO NOT (and should not) delete them, but simply mark them as 'dead'.
*/
void unrealdns_delreq_bycptr(Client *client)
{
DNSReq *r;
for (r = requests; r; r = r->next)
if (r->client == client)
r->client = NULL;
}
void unrealdns_delasyncconnects(void)
{
DNSReq *r;
for (r = requests; r; r = r->next)
if (r->type == DNSREQ_CONNECT)
r->linkblock = NULL;
}
CMD_FUNC(cmd_dns)
{
DNSCache *c;
DNSReq *r;
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const char *param;
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if (!ValidatePermissionsForPath("server:dns",client,NULL,NULL,NULL))
{
sendnumeric(client, ERR_NOPRIVILEGES);
return;
}
if ((parc > 1) && !BadPtr(parv[1]))
param = parv[1];
else
param = "";
if (*param == 'l') /* LIST CACHE */
{
sendtxtnumeric(client, "DNS CACHE List (%u items):", unrealdns_num_cache);
for (c = cache_list; c; c = c->next)
sendtxtnumeric(client, " %s [%s]", c->name, c->ip);
} else
if (*param == 'r') /* LIST REQUESTS */
{
sendtxtnumeric(client, "DNS Request List:");
for (r = requests; r; r = r->next)
sendtxtnumeric(client, " %s", r->client ? r->client->ip : "<client lost>");
} else
if (*param == 'c') /* CLEAR CACHE */
{
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unreal_log(ULOG_INFO, "dns", "DNS_CACHE_CLEARED", client,
"DNS cache cleared by $client");
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while (cache_list)
{
c = cache_list->next;
safe_free(cache_list->name);
safe_free(cache_list->ip);
safe_free(cache_list);
cache_list = c;
}
memset(&cache_hashtbl, 0, sizeof(cache_hashtbl));
unrealdns_num_cache = 0;
sendnotice(client, "DNS Cache has been cleared");
} else
if (*param == 'i') /* INFORMATION */
{
struct ares_options inf;
struct ares_addr_node *serverlist = NULL, *ns;
int i;
int optmask;
sendtxtnumeric(client, "****** DNS Configuration Information ******");
sendtxtnumeric(client, " c-ares version: %s",ares_version(NULL));
i = 0;
ares_get_servers(resolver_channel, &serverlist);
for (ns = serverlist; ns; ns = ns->next)
{
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char ipbuf[128];
const char *ip;
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i++;
ip = inetntop(ns->family, &ns->addr, ipbuf, sizeof(ipbuf));
sendtxtnumeric(client, " server #%d: %s", i, ip ? ip : "<error>");
}
ares_free_data(serverlist);
ares_save_options(resolver_channel, &inf, &optmask);
if (optmask & ARES_OPT_TIMEOUTMS)
sendtxtnumeric(client, " timeout: %d", inf.timeout);
if (optmask & ARES_OPT_TRIES)
sendtxtnumeric(client, " tries: %d", inf.tries);
if (optmask & ARES_OPT_DOMAINS)
{
sendtxtnumeric(client, " # of search domains: %d", inf.ndomains);
for (i = 0; i < inf.ndomains; i++)
sendtxtnumeric(client, " domain #%d: %s", i+1, inf.domains[i]);
}
sendtxtnumeric(client, "****** End of DNS Configuration Info ******");
ares_destroy_options(&inf);
} else /* STATISTICS */
{
sendtxtnumeric(client, "DNS CACHE Stats:");
sendtxtnumeric(client, " hits: %d", dnsstats.cache_hits);
sendtxtnumeric(client, " misses: %d", dnsstats.cache_misses);
}
return;
}
/* Little helper function for dnsbl module.
* No we will NOT copy the entire c-ares api, just this one.
*/
void unreal_gethostbyname(const char *name, int family, ares_host_callback callback, void *arg)
{
ares_gethostbyname(resolver_channel, name, family, callback, arg);
}