/************************************************************************ * 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); 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); 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) { fd_close(fd); 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) { /* 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); return ARES_SUCCESS; } static EVENT(unrealdns_timeout) { 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); unreal_log(ULOG_INFO, "dns", "REINIT_RESOLVER", client, "$client requested reinitalization of the DNS resolver"); 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; const char *cache_name; 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. */ void unrealdns_gethostbyname_link(const char *name, ConfigItem_link *conf, int ipv4_only) { 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; } if (!valid_host(r->name, 1)) { /* Hostname is bad, don't cache and consider unresolved */ proceed_normal_client_handshake(client, NULL); goto bad; } /* Get rid of stupid uppercase DNS names... */ strtolower(r->name); /* 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]; const char *ip = NULL; 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 */ 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)); 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 */ 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)); 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); /* Try to connect to the server */ connect_server(r->linkblock, r->client, he2); unrealdns_freeandremovereq(r); /* DONE */ } static uint64_t unrealdns_hash_ip(const char *ip) { return siphash(ip, siphashkey_dns_ip) % DNS_HASH_SIZE; } static void unrealdns_addtocache(const char *name, const char *ip) { 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. */ static const char *unrealdns_findcache_ip(const char *ip) { 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: * ->next * ->previous * ->next * ->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); } } struct hostent *unreal_create_hostent(const char *name, const char *ip) { 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; const char *param; 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 : ""); } else if (*param == 'c') /* CLEAR CACHE */ { unreal_log(ULOG_INFO, "dns", "DNS_CACHE_CLEARED", client, "DNS cache cleared by $client"); 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) { char ipbuf[128]; const char *ip; i++; ip = inetntop(ns->family, &ns->addr, ipbuf, sizeof(ipbuf)); sendtxtnumeric(client, " server #%d: %s", i, ip ? ip : ""); } 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); }