Software /
code /
prosody
File
plugins/muc/lock.lib.lua @ 13459:790f60c0843b
util.startup: Back out 598df17b8ebb
Broke signal handling again, such that an early s2s connection results
in libunbound catching signals and getting Prosody killed on e.g. SIGHUP
This returns to the situation where prosody --daemonize does not respond
to signals.
author | Kim Alvefur <zash@zash.se> |
---|---|
date | Sun, 10 Mar 2024 15:56:01 +0100 |
parent | 13209:c8d949cf6b09 |
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-- Prosody IM -- Copyright (C) 2008-2010 Matthew Wild -- Copyright (C) 2008-2010 Waqas Hussain -- Copyright (C) 2014 Daurnimator -- -- This project is MIT/X11 licensed. Please see the -- COPYING file in the source package for more information. -- local st = require "prosody.util.stanza"; local lock_rooms = module:get_option_boolean("muc_room_locking", true); local lock_room_timeout = module:get_option_period("muc_room_lock_timeout", "5 minutes"); local function lock(room) module:fire_event("muc-room-locked", {room = room;}); room._data.locked = os.time() + lock_room_timeout; end local function unlock(room) module:fire_event("muc-room-unlocked", {room = room;}); room._data.locked = nil; end local function is_locked(room) local ts = room._data.locked; if ts then if os.time() < ts then return true; end unlock(room); end return false; end if lock_rooms then module:hook("muc-room-pre-create", function(event) -- Older groupchat protocol doesn't lock if not event.stanza:get_child("x", "http://jabber.org/protocol/muc") then return end -- Lock room at creation local room = event.room; lock(room); end, 10); end -- Don't let users into room while it is locked module:hook("muc-occupant-pre-join", function(event) if not event.is_new_room and is_locked(event.room) then -- Deny entry module:log("debug", "Room is locked, denying entry"); event.origin.send(st.error_reply(event.stanza, "cancel", "item-not-found", nil, module.host)); return true; end end, -30); -- When config is submitted; unlock the room module:hook("muc-config-submitted", function(event) if is_locked(event.room) then unlock(event.room); end end, -1); return { lock = lock; unlock = unlock; is_locked = is_locked; };