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mirror of https://github.com/unrealircd/unrealircd.git synced 2026-07-07 18:03:12 +02:00

Improved story about SSL (links to xchat and stunnel, stunnel.conf example).

This commit is contained in:
Bram Matthys
2003-03-02 02:17:06 +00:00
parent 5957da083d
commit b231cf713d
+21 -10
View File
@@ -19,7 +19,7 @@
<font size="4"><a href="http://www.unrealircd.com">http://www.unrealircd.com</a></font><br>
<font size="4">Version: 3.2</font><br>
<strong>Current Version:</strong> 3.2 Beta15<br>
<strong>Last doc update:</strong> 2003-03-01 </div>
<strong>Last doc update:</strong> 2003-03-02 </div>
<strong>Head Coders:</strong> Stskeeps / Codemastr / Luke / McSkaf / Syzop<br>
<strong>Contributors:</strong> Zogg / NiQuiL / assyrian / chasm / DrBin / llthangel / Griever / nighthawk<br>
<strong>Documentation:</strong> CKnight^ / Syzop<br>
@@ -231,13 +231,24 @@
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 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>
<p>SSL stands for Secure Socket Layer, with SSL you can make secure encrypted connections.
It can be used to encrypt server&lt;-&gt;server traffic, but client&lt;-&gt;server traffic can also be encrypted.
You usually use SSL to protect against sniffing and for authentication.</p>
<p>You need to have your IRC server compiled with SSL support. To setup a SSL port you need to set listen::options::ssl.</p>
<p>You cannot connect normally to a SSL port (so don't make port 6667 ssl!), you need a client or a tunnel
that understands the SSL protocol.</p>
<p>Clients that support SSL: <A HREF="http://www.xchat.org/" TARGET="_blank">XChat</a></p>
<p>For all other clients which don't support SSL (like mIRC) you can use a tunnel like
<A HREF="http://www.stunnel.org/" TARGET="_blank">stunnel</A>, here's a stunnel.conf example (for stunnel 4.x):<br>
<pre>
[irc]
accept = 127.0.0.1:6667
connect = irc.myserv.com:6900
</pre>
If you then connect to 127.0.0.1 port 6667 your traffic will be encrypted and forwarded to irc.myserv.com
port 6900 (a SSL port).</p>
<p>If you are really concerned about security/sniffing then you also need to validate certificates on the client end.
That's however way too offtopic to explain here. Learn about SSL, don't ask us, it has nothing to do with UnrealIRCd.</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
bugs in it. You need to compile with IPv6 support (answer yes to the ./Config question), ofcourse your
@@ -245,10 +256,10 @@
<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.
<p>Zip links can be turned on for server&lt;-&gt;server links, it compresses the data by using zlib.
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>To compile with zip links support, you need to answer Yes to the zlib question in ./Config and set it in link::options::zip</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>