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