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mirror of https://github.com/unrealircd/unrealircd.git synced 2026-06-29 17:46:37 +02:00

- Documentation updates (unreal32docs.html, example.conf).

Againnnnnn
This commit is contained in:
Bram Matthys
2003-02-21 19:22:59 +00:00
parent 64dab7821a
commit 76fd66d27f
3 changed files with 59 additions and 49 deletions
+1
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@@ -1933,3 +1933,4 @@ seen. gmtime warning still there
- Fixed a bug reported by mQ where it was possible to include spaces in a TKL host
- Documentation updates (added a section about features).
- Fixed remote /rehash bug (#0000600).
- Documentation updates (unreal32docs.html, example.conf).
+14 -7
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@@ -11,9 +11,10 @@
* NOTE: All lines, except the opening { line, end in an ;, including the
* closing } line. The IRCd will ignore commented lines.
*
* It is recommended to have doc/unreal32docs.html open in a browser window
* so you can easily lookup what block parameters exist and what they all do.
*
* PLEASE READ doc/unreal32docs.html! The online version is also available at:
* www.vulnscan.org/UnrealIrcd/unreal32docs.html
* It contains a lot information about the configfile: gives information about
* every block, variable, etc.
*/
/* Type of comments */
@@ -23,9 +24,10 @@
#those lines are ignored by the ircd.
/*
* At *NIX UnrealIrcd supports modules and you _need_ to load them.
* Check doc/unreal32docs.html section 3.10 to see how LoadModule works.
* At *NIX UnrealIrcd supports modules (like the proxy scanner)
* Check doc/unreal32docs.html section 3.10 to see how loadmodule works.
*/
loadmodule "src/modules/commands.so";
/*
* NEW: me {}
@@ -715,10 +717,15 @@ set {
};
options {
hide-ulines;
identd-check;
/* You can enable ident checking here if you want */
/* identd-check; */
show-connect-info;
};
/* You can only have a set::scan block if you have loaded
* the proxy scanner module, so if you get any errors:
* either load the modules or remove this set::scan block
*/
scan {
/* Choose this to be some IP and some port that's always open and
* reachable by the proxies
@@ -740,7 +747,7 @@ set {
};
ssl {
/* Reads entropy from the domain socket located at '~/entropy' */
egd "~/entropy";
/* egd "~/entropy"; */
/* Where to locate the server X509 certificate */
certificate "server.cert.pem";
/* Where to locate the server's RSA private key */
+44 -42
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@@ -98,7 +98,7 @@
modified in anyway. &#8211; Copyright UnrealIRCd Development Team 2002</p>
<p>Please read this manual before asking for help, you may also want to take a look
at the <a href="#faq">FAQ</a> for common problems. If that didn't help you can
ask for support at irc.ircsystems.net (port 6667) channel #unreal-support (strict UnrealIrcd support, dont
ask for support at irc.ircsystems.net (port 6667) channel #unreal-support (strict UnrealIRCd support, dont
ask for help about services!). If you have a real bug (like a crash) then report it at
<a href="http://bugs.unrealircd.org">http://bugs.unrealircd.org</a>.</p>
@@ -112,8 +112,8 @@
<p><font size="+2"><strong>1.2 &#8211; Notes on upgrading between 3.2.x versions</strong></font><a name="notesonupgrade"></a><br>
</p>
<p>The recommended way of upgrading is:<br>
- Rename your old UnrealIrcd directory (or otherwise you'll overwrite it in the next step)<br>
- Extract the new UnrealIrcd version and run ./Config and make(*NIX).<br>
- Rename your old UnrealIRCd directory (or otherwise you'll overwrite it in the next step)<br>
- Extract the new UnrealIRCd version and run ./Config and make(*NIX).<br>
- Copy your old configuration files to the new directory (unrealircd.conf, motd, rules, server.* [SSL certs], network file, etc)<br></p>
<p>Please also check .RELEASE.NOTES and maybe even Changes to see what has been changed.
If you notice any changes (or bugs) between version, BE SURE TO READ THOSE FILES FIRST before reporting it as a bug!.</p>
@@ -154,44 +154,44 @@
<p> </p>
<p><font size="+2"><strong>3.0 - Features</strong></font>
<a name="features"></a> </p>
<p>Some major/nice features are explained in this section. It gives a general overview,
it will sometimes refer to the configfile (something which you maybe know nothing about yet).</p>
<p>You can skip this section, or read it after installing...
But it can be quite usefull usefull to read before you install... ;)</p>
<p>Some major/nice features are explained in this section. It provides a general overview,
and sometimes refers to the config file (something which you might know nothing about yet).</p>
<p>You can skip this section, however it's suggested to read it before/after installing.</p>
<p><font size="+2"><strong>3.1 - Cloaking</strong></font><a name="feature_cloaking"></a></p>
<p>Cloaking is hiding the host of users, for example if your real host is <i>d5142341.cable.wanadoo.nl</i>,
<p>Cloaking is a way to hide the real hostname of users, for example if your real host is <i>d5142341.cable.wanadoo.nl</i>,
it will be shown (in join, part, whois, etc) as <i>rox-2DCA3201.cable.wanadoo.nl</i>.
This feature is usefull to prevent users flooding each other since they can't see the real host/IP.</p>
<p>This is controlled by usermode +x (like: /mode yournix +x), admins can also force +x to be enabled
This feature is useful to prevent users flooding each other since they can't see the real host/IP.</p>
<p>This is controlled by usermode +x (like: /mode yournick +x), admins can also force +x to be enabled
by default, or make it so users can never do -x.</p>
<p>The cloaked host is generated by some formula which uses 3 &quot;cloak keys&quot;, you are required
to set those 3 keys in your config file, they should be 3 random numbers between 10.000 and 4.294.967.295.
If someone else knows these keys they can decode the host a bit and discover the real host so you
have to keep them secret. They also should be the same at all servers!</p>
If someone else knows these keys they can decode the cloacked host and discover the real one, that's why you
have to keep them secret. They should be the same at all servers of your network!</p>
<p><font size="+2"><strong>3.2 - Modules</strong></font><a name="feature_modules"></a></p>
<p>UnrealIrcd supports modules (except on windows), modules are nice because:<br>
- You can decide not to load them (ex: not load the scanner module) and they wont use any memory/CPU<br>
<p>UnrealIRCd supports modules (except at windows) which is nice because:<br>
- You can decide not to load them (ex: not load the scanner module) and they won't use any memory/CPU<br>
- You can load/reload/unload them while the ircd is running (by /rehash)<br>
- Other people can create modules as well with new commands or usermodes for example.<br>
UnrealIrcd only comes with a few modules, if you want others take a look at www.unrealircd.com -&gt; modules
or use google or something ;). [note that you at least need to load the commands module].</p>
UnrealIRCd only comes with a few modules, take a look at www.unrealircd.com -&gt; modules
or use google to find 3rd party modules.</p>
<p>Note that you need to load at least the commands module!</p>
<p><font size="+2"><strong>3.3 - Proxy scanner</strong></font><a name="feature_scanner"></a></p>
<p>UnrealIrcd comes with proxy scanner modules: if a user connects it will check on some ports to see
<p>UnrealIRCd comes with proxy scanner modules: if a user connects it will check on some ports to see
if the user is using an anonymous proxy. There's 1 main scanner module (scan.so) and two
modules which do the actual scanning: scan_socks and scan_http.</p>
<p>This module is not required, but often usefull.. if you load them, you also have to fill in the set::scan block.</p>
<p>You can also use something like <A HREF="http://www.blitzed.org/bopm/" TARGET="_blank">BOPM</A> which is a seperate
program designed for proxy scanning, in that case disable UnrealIrcd's own proxy scanner.</p>
<p>This module is not required, but often useful. If you load them, you need a set::scan block.</p>
<p>You can also use a separate proxy scanner program like <A HREF="http://www.blitzed.org/bopm/" TARGET="_blank">BOPM</A>,
in that case you should disable UnrealIRCd's own proxy scanner.</p>
<p><font size="+2"><strong>3.4 - Snomasks</strong></font><a name="feature_snomasks"></a></p>
<p>Snomasks are server notice masks, it's a special type of usermodes that controlls which
<p>Snomasks are server notice masks, it's a special type of usermodes that control which
server notices you will receive (mostly used by opers)</p>
<p>It's set by: /mode yournick +s SNOMASK, for example: /mode yournick +s +cF<br>
You can ofcourse also remove certain snomasks by doing for example: /mode yournick +s -c<br>
Or you can remove all snomasks by doing: /mode yournick -s</p>
<p>It can be set by: /mode yournick +s SNOMASK, for example: /mode yournick +s +cF<br>
To remove certain snomasks, use something like: /mode yournick +s -c<br>
Or you can remove all snomasks by simply doing: /mode yournick -s</p>
<p>The current available snomasks are:<br>
c - local connects<br>
F - far connects<br>
@@ -204,52 +204,54 @@
n - nick change notices<br>
q - deny nick (Q:line) rejection notices<br>
</p>
<p>You can control which snomasks you automatically get on connect or if you use /oper.</p>
<p>You can control which snomasks you automatically get (set::snomask-on-connect) and which you get
on oper (set::snomask-on-oper, set::oper::snomask)</p>
<p><font size="+2"><strong>3.5 - Aliases</strong></font><a name="feature_aliases"></a></p>
<p>With aliases you can configure things like: &quot;/ns identify blah&quot; will be forwarded
to nickserv as a privmsg (privmsg nickserv identify blah). They can be quite usefull ;).</p>
<p>With aliases you can configure serverside alias commands.
You can for example let &quot;/ns identify blah&quot; be forwarded to nickserv (it will be
translated to: privmsg nickserv identify blah).</p>
<p>Aliases are configured by alias blocks in the configuration file, and you can also include
a file with default aliases for some services.</p>
<p><font size="+2"><strong>3.6 - Helpop</strong></font><a name="feature_helpop"></a></p>
<p>UnrealIrcd has a build in help system accessable by /helpop.<br>
For example <i>/helpop chmodes</i> gives you a overview of all channel modes UnrealIrcd has.<br>
One important thing to remember is that if you are an ircop (helpop) you have the
prefix a ?, so <i>/helpop</i> becomes <i>/helpop ?</i> and
<p>UnrealIRCd has a built-in help system accessable by /helpop.<br>
For example <i>/helpop chmodes</i> gives you a overview of all channel modes UnrealIRCd has.<br>
emember that if you are an ircop (helpop) you will have to prefix the keyword with a '?' character,
so <i>/helpop</i> becomes <i>/helpop ?</i> and
<i>/helpop chmodes</i> becomes <i>/helpop ?chmodes</i> etc..</p>
<p><font size="+2"><strong>3.7 - Oper access levels</strong></font><a name="feature_operaccesslevels"></a></p>
<p>There are several oper levels in UnrealIrcd and you can add additional right (like to use /gline) to
<p>There are several oper levels in UnrealIRCd and you can add additional rights (like to use /gline) to
each of them, that way you can give each oper the privileges they need.</p>
<p>This is controlled by the oper flags in the oper block, see the oper block for more information.</p>
<p><font size="+2"><strong>3.8 - Oper commands</strong></font><a name="feature_opercmds"></a></p>
<p>UnrealIrcd has a lot of powerfull oper commands which are explained in section 6,
<p>UnrealIRCd has a lot of powerfull oper commands which are explained in section 6,
you probably want to read those after installing :).</p>
<p><font size="+2"><strong>3.9 - SSL</strong></font><a name="feature_ssl"></a></p>
<p>SSL stands for Secure Socket Layer, with SSL you can make secure (encrypted) connections.
It can be used to encrypt server2server traffic, but clients can also use it if you want.
If set up right it can usefull again sniffing attacks, if you don't know what I'm talking
If set up right it can useful again sniffing attacks, if you don't know what I'm talking
about then SSL is (not yet) for you ;).</p>
<p>To setup a secure SSL port you need to add the ssl flag to the listen block.
NOTE: you cannot connect with non-ssl clients to a SSL port, so don't set port 6667 to SSl for example ;).</p>
NOTE: you cannot connect with non-ssl clients to a SSL port, so don't set port 6667 to SSL for example ;).</p>
<p><font size="+2"><strong>3.10 - IPv6</strong></font><a name="feature_ipv6"></a></p>
<p>UnrealIrcd supports IPv6, since beta15 it seems to work well altough there might be some
<p>UnrealIRCd supports IPv6, since beta15 it seems to work well altough there might be some
bugs in it. You need to compile with IPv6 support (answer yes to the ./Config question), ofcourse your
OS needs to have IPv6 support enabled too.</p>
<p>Altough microsoft has an experimental IPv6 implementation for w2k/XP it is not (yet) supported by UnrealIrcd</p>
<p>Altough microsoft has an experimental IPv6 implementation for w2k/XP it is not (yet) supported by UnrealIRCd</p>
<p><font size="+2"><strong>3.11 - Zip links</strong></font><a name="feature_ziplinks"></a></p>
<p>Zip links can be turned on for server2server links, it compresses the data by using zlib.
It can save you 60-80% bandwidth... Can be quite usefull for low-bandwidth links or links with
It can save 60-80% bandwidth... So it's quite useful for low-bandwidth links or links with
many users, it can help a lot when you are linking since then a lot of data is sent about ever user/channel/etc.</p>
<p>To compile with zip links support, you need to answer Yes to the zlib question in ./Config</p>
<p><font size="+2"><strong>3.12 - Other stuff</strong></font><a name="feature_other"></a></p>
<p>UnrealIrcd has a lot of features so not everything is covered here... You'll find that out by yourself</p>
<p>UnrealIRCd has a lot of features so not everything is covered here... You'll find that out by yourself</p>
<p> </p>
<p><font size="+2"><strong>4.0 - Configuring your unrealircd.conf</strong></font>
@@ -844,7 +846,7 @@
statement them to load the file.</p>
<p><b>example 2: aliases</b><br>
<pre>Include aliases/ircservices.conf</pre></p>
<p>Another example is to use it for including alias blocks, UnrealIrcd comes with
<p>Another example is to use it for including alias blocks, UnrealIRCd comes with
some files which (should) contain the right aliases for most services:<br>
aliases/ircservices.conf (IRCServices, Daylight)<br>
aliases/epona.conf (Epona)<br>
@@ -859,7 +861,7 @@
</p>
<p>Syntax:<br>
loadmodule &lt;file-name&gt;;</p>
<p>UnrealIrcd now supports modules (at *NIX). Modules make it easy to write extensions and you
<p>UnrealIRCd now supports modules (at *NIX). Modules make it easy to write extensions and you
can load/unload them while the ircd is running.</p>
<p>Modules that come standard with Unreal3.2:</p>
<p>scan_http.so - HTTP proxy scanner module<br>
@@ -1347,7 +1349,7 @@ loadmodule "src/modules/scan_http.so";
nick &lt;nick-to-forward-to&gt;;<br>
type &lt;type-of-alias&gt;;<br>
};</p>
<p>(Note: also see <a href="#includedirective">here</a> about the standard alias files UnrealIrcd has)</p>
<p>(Note: also see <a href="#includedirective">here</a> about the standard alias files UnrealIRCd has)</p>
<p>The alias block [standard alias] allows you to forward a command to a user,
for example /chanserv sends a message to the user chanserv. The alias:: specifies
the name of the command that will be the alias, ex /chanserv, alias::nick is