mirror of
https://github.com/unrealircd/unrealircd.git
synced 2026-07-09 03:03:13 +02:00
- Some doc/ updates: removed: Unreal31_to_32.html & example.settings, updated: Authors &
translations.txt.
DEL: Unreal31_to_32.html & example.settings DUE TO outdated
MOD: Authors (added myself, updated griever end date), translations.txt (updated
to mention that it takes a lot of time, and added a note on using word/frontpage).
This commit is contained in:
@@ -506,3 +506,5 @@
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- Fixed tkl except { } not working (post-3.2.2).
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- Fixed bug where servers behind ulines were not ulined, causing for example juped servers to
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show up if flat-map was enabled, reported by GSF19 (#0002230).
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- Some doc/ updates: removed: Unreal31_to_32.html & example.settings, updated: Authors &
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translations.txt.
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+3
-2
@@ -123,7 +123,8 @@ Carsten Munk <stskeeps@unrealircd.com> / May 1999, date
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Dominick Meglio <codemastr@unrealircd.com> / June 1999, date
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David Flynn / March 2000, June 2000
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McSkaf / June 2001, September 2001
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Finny Merrill <griever@unrealircd.com> / November 2001, date
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Finny Merrill <griever@unrealircd.com> / November 2001, December 2002
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Bram Matthys <syzop@unrealircd.com> / January 2002, date
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Thanks go to those persons not mentioned here who have added their advice,
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opinions, and code to IRC.
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@@ -143,4 +144,4 @@ Eric P. Scott <eps@toaster.sfsu.edu>
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Dan Goodwin <fornax@wpi.wpi.edu>
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Noah Friedman <friedman@ai.mit.edu>
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[ $Id$ ]
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[ $Id$ ]
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@@ -1,195 +0,0 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>UnrealIRCd - 3.2 - Offical Documentation</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body>
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<p> <font size="-1">I M P O R T A N T R E A D I N G</font></p>
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<p><font size="-1">(YES, YOU WILL NEED TO READ ALL OF THIS)</font></p>
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<p><font size="-1">* Unreal3.2 is a lot different than Unreal3.1.1. Forget
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all you have learned about setting up Unreal3.1.1 - this is a lot different.
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We have got a new configuration format that integrates all the former config
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files,ircd.conf, vhost.conf, chrestrict.conf, unrealircd.conf, into to one newunrealircd.conf
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(what the ircd.conf is called now). See doc/ for more information on the configuration
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format</font></p>
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<p><font size="-1">* THIS IS A BETA VERSION, REPORT BUGS ON http://bugs.unrealircd.org</font></p>
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<p><font size="-1">* We have introduced a new cloaking algorithm (+x), which makes
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it incompatible with Unreal3.1.1 - these can however still link, but the hostname
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will look different. This is made of three big numbers, configured in the config
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file - and these MUST be the same on all servers on the network. Keep these
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numbers secret, and the cloaking algorithm is uncrackable (within 55 years,
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that is). The +x algorithm was changed slightly to fix a method of cracking
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that was found. #define COMPAT_BETA4_KEYS to use the beta4 system for compatibility
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with older betas.</font></p>
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<p><font size="-1">* If you use Linux and have problems where the IRCd complains
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that MAXCONNECTIONS is larger than FD_SETSIZE, you need to get your root to
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edit /usr/include/bits/types.h - #define __FD_SETSIZE 1024 to be somenumber
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that is equal or higher than MAXCONNECTIONS. This is a problem with Linux that
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it is hard coded and non override able in some distributions. We recommend you
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use FreeBSD or the variants of this if you need to run high load IRC servers.</font></p>
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<p><font size="-1">* We use autoconf to help with compilation, and this should
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make us able to a lot more platform (we have even ported to BeOS).</font></p>
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<p><font size="-1">* We require a pthreads library for the SOCKS scan now - and
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this is now done in the background (no more waiting!).</font></p>
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<p><font size="-1">* The IRCd is now modularized, and you load modules with the
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loadmodule command. You will most likely want to add these lines:<br>
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loadmodule "src/modules/commands.so";<br>
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loadmodule "src/modules/scan.so";<br>
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loadmodule "src/modules/scan_socks.so";<br>
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loadmodule "src/modules/scan_http.so";</font></p>
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<p><font size="-1"> If you would like to code a module, doc/ will contain a module
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guide,and we got an example module in src/modules/m_dummy.c.</font></p>
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<p><font size="-1">* We have some IPv6 support, and there are some minor bugs
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in it.</font></p>
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<p><font size="-1">* The documentation is NOT yet 100% complete</font></p>
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<p><font size="-1">* We have added snomask (similar to ircu), basically this allowed
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us to remove several modes. Modes +cfFkje are gone, but don't worry, you can
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still use them. They are now added like this:</font></p>
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<p><font size="-1"> /mode yournick +s +cF</font></p>
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<p><font size="-1"> You set the flags in the second parameter of the mode command
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for a mode change +s, setting -s with no parameters removes all your snomask.
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You can remove a specific snomask by doing:</font></p>
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<p><font size="-1"> /mode yournick -s -c</font></p>
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<p><font size="-1">The current snomasks are:</font></p>
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<p><font size="-1"> c - local connects<br>
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F - far connects<br>
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f - flood notices<br>
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k - kill notices<br>
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e - 'eyes' notices<br>
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j - 'junk' notices<br>
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v - vhost notices<br>
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G - gline/shun notices<br>
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n - nick change notices<br>
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q - deny nick (Q:line) rejection notices</font></p>
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<p><font size="-1"> It shouldn't be too hard to figure out, just play around with
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it a bit :)</font></p>
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<p><font size="-1">* /who needs testing it was recorded and may contain bugs</font></p>
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<p><font size="-1">* We have added alias {} which allows you to dynamically create
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commands such as /nickserv Read example.conf for more information on how to
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create your own. To use standard ones include one of the following files</font></p>
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<p><font size="-1"> aliases/ircservices.conf (IRCServices, Daylight)<br>
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aliases/epona.conf (Epona)<br>
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aliases/auspice.conf (Auspice)<br>
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aliases/generic.conf (Magick, Sirius, Wrecked)<br>
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aliases/operstats.conf (OperStats)<br>
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aliases/genericstats.conf (GeoStats, NeoStats)</font></p>
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<p><font size="-1">* You can now use an IP in the oper::from and vhost::from fields
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even if the host resolves</font></p>
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<p><font size="-1">* Added an http proxy scanner (scan_http.so)</font></p>
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<p><font size="-1">* Added oper::snomask to specify default oper snomask modes</font></p>
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<p><font size="-1">* /helpop text has been moved to a config directive, help {}.
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To keep the standard help text you need to include help.conf so add include
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"help.conf"; to your config file.</font></p>
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<p><font size="-1">* To be able to use G:lines you must now have the can_gkline
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flag (or t if old style flags)</font></p>
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<p><font size="-1">* Usermode +T (Tech Admin) has been removed, since it is 100%
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useless</font></p>
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<p><font size="-1">* Added a make install to copy files to the installation location</font></p>
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<p><font size="-1">* Removed ./ircd, ./killircd, crypt/mkpasswd, ./rehash and
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merged them into a new ./unreal [start|stop|rehash|mkpasswd] for mkpasswd the
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format is</font></p>
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<p><font size="-1"> ./unreal mkpasswd [method] [password]</font></p>
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<p><font size="-1">* Added a new system for crypting passwords. You now do for
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example password "my password" { crypt; }; This allows you to have
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some crypted passwords and others not. If you have SSL enabled you may also
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use the md5 and sha1 methods.</font></p>
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<p><font size="-1">* The old blackhole is now set::scan::endpoint and specifies
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an IP and port to tell proxies to connect to.</font></p>
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<p><font size="-1">* You can now specify a cipher list for SSL links (read doc/conf.doc
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for more info)</font></p>
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<p><font size="-1">* +I is now in invisibility.so so it is easily disabled</font></p>
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<p><font size="-1">* set::socks has been replaced by set::scan (read doc/conf.doc
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for more info)</font></p>
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<p><font size="-1">* If you experience problems with the scanners, perhaps check
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out BOPM (http://www.blitzed.org/bopm)</font></p>
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<p><font size="-1">* log {} syslog support added (read doc/unreal32docs.html for
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more info)</font></p>
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<p><font size="-1">* Added ripemd-160 password encryption support</font></p>
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<p><font size="-1">* Enabled sha1 and md5 password encryption on Win32 regardless
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of whether SSL is used.</font></p>
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<p><font size="-1">* Added WinNT/2k/XP service support (experimental) To use this
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you use the unreal.exe utility: unreal install -installs the service<br>
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unreal uninstall -uninstalls the service <br>
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unreal start -starts the service <br>
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unreal stop -stops the service<br>
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unreal restart -restarts the service<br>
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unreal rehash -rehashes the config file</font></p>
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<p><font size="-1"> Config errors and crashes are now logged to service.log when
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in service mode.</font></p>
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<p><font size="-1">* Implemented a new win32 debugger to make fixing bugs much
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easier.</font></p>
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<p><font size="-1">* Added a win32 installer to simplify installing under Windows.</font></p>
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<p><font size="-1">* AKILL/RAKILL is deprecated. Server command still works but
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will be removed eventually (aliases to TKL G). For normal opers it notices that
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the commands are deprecated.</font></p>
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<p><font size="-1">Made the config parser smarter when it comes to time values
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and size values. Entries are no longer limited to 1d2h1m. You can now enter
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"1day 2 hours 1 minute" for example. See doc/conf.doc for more information.</font></p>
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<p><font size="-1">* The oper override code has been rewritten to be less intrusive.
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You can now no longer automatically join a channel for which you must override
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a mode. You must /invite yourself to the channel. The idea behind this is it
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prevents the accidental "rejoin on kick" ban override and joining
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a +s channel without realizing it is +s and therefore you shouldn't know it
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exists.</font></p>
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<p><font size="-1">* If you use the SSL features of Unreal, you should use OpenSSL
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0.9.6e or later. This is important as the older versions may make the program
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exploitable. See http://www.openssl.org for more information</font></p>
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<p><font size="-1">* We have made a lot of changes to deal with SSL, and if you
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find any flaws or problems, please contact the coder team. We however think
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that the changes will make SSL more transparent and make it work more efficiently.</font></p>
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<p><font size="-1">* Added technical documentation in doc/technical. This directory
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will contain information about the protocol used by Unreal.</font></p>
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<p><font size="-1">* Added EGD support for SSL. EGD allows entropy to be gathered
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on systems that do not have a random device (/dev/random or /dev/urandom) or
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have an unreliable random device. Unreal has been tested using EGADS (http://www.securesoftware.com/egads.php)
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[With EGD support enabled], PRNGD (http://www.aet.tu-cottbus.de/personen/jaenicke/postfix_tls/prngd.html),
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and EGD (http://egd.sourceforge.net). Other EGD compatible programs should work
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as well.</font></p>
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<p><font size="-1">* We have created a new complete set of docs! doc/unreal32docs.html
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is now a complete<br>
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set of docs! It is still not finished, however it contains atleast what was
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already<br>
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avail. in the other doc files. <br>
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It can also be view online @ http://www.unrealircd.com/unreal32docs.html</font></p>
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<p><font size="-1">* We have removed ./Setup - Please read the new docs for information
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on configuring &<br>
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setting up Unreal3.2</font></p>
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<p><font size="-1">* Removed makeconf - Read the docs to make a config file</font></p>
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<p><font size="-1">* Added set::ssl::options with the following options:<br>
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fail-if-no-clientcert - If SSL client connects and doesn't provide a client<br>
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certificate, abort connection immediately<br>
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verify-certificate - Check the certificate's validity using X509 methods, check if<br>
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we trust CA's, etc. <br>
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It however does slip self signed certificates through UNLESS<br>
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no-self-signed - Don't allow self-signed certificates through (requires<br>
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verify-certificate)</font></p>
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<p><font size="-1">* Added the ability specify which CA's are trusted using set::ssl::trusted-ca-file</font></p>
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<p><font size="-1">* A new configuration system has been added. The system is a bit more strict (meaning it
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will complain more often) but it will never crash due to configuration errors, just
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display a message saying errors exist.</font></p>
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<p><font size="-1">* SVSLUSERS was added to all U:lines to change local and global max user counts (this is
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NOT meant so you can make the max count higher than it really should be.)</font></p>
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<p><font size="-1">* A new oper flag, can_override/v has been added. This is an attempt to stop oper abuse.
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All opers can no longer use oper-override, this oflag MUST be in place for oper-override
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to be allowed. Can_override is NOT assumed to be present no matter what your flags,
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meaning you could be +N but still not be allowed to use oper-override.</font></p>
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<p><font size="-1">* UNKLINE and UNZLINE have been removed in favor of a system like G:lines, to remove you
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now /kline -user@host or /zline -user@host</font></p>
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<p><font size="-1">* MAKE SURE YOU RERUN ./Config AND RUN make clean BEFORE USING
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||||
THIS VERSION!!!</font></p>
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<p> </p>
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<p> </p>
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<p><font size="+2"><strong>Notes on compatibility</strong><a name="notesoncompatibility" id="notesoncompatibility"></a></font><br>
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||||
</p>
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<p>Unreal 3.2 is ONLY compatible with Unreal3.1.4 and Unreal3.2 servers. DO NOT
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||||
ATTEMPT to link to servers that it is NOT compatible with.</p>
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<p>
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||||
</body>
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</html>
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@@ -1,53 +0,0 @@
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/*
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* Example set {} block
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*/
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set {
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/*
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* This is the mail users will get shown when k-lined
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||||
*/
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kline-address "mail.to.mail.to";
|
||||
/*
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||||
* What modes will users get when connecting to this server
|
||||
*/
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||||
modes-on-connect "+ix";
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/* What channels users will autojoin */
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auto-join "0";
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/* What channels opers will autojoin on connect*/
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oper-auto-join "0";
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||||
dns {
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||||
/* What IP has our DNS server got? */
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nameserver 127.0.0.1;
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/* How long time will we wait for each attempt? */
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timeout 2s;
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/* How many attempts will we do */
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retries 2s;
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};
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||||
options {
|
||||
enable-opermotd;
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||||
enable-chatops;
|
||||
hide-ulines;
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||||
// webtv-support;
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||||
identd-check;
|
||||
};
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|
||||
/*
|
||||
* How many channels each user can join
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||||
*/
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||||
maxchannelsperuser 10;
|
||||
/*
|
||||
* This is a new thing in Unreal3.2.
|
||||
* You _need_ to make three numbers up, bigger than 100000
|
||||
* These MUST be the SAME on EVERY server in your NETWORK
|
||||
* If people discover these keys, it is easier for them to crack
|
||||
* the +x algoritm.
|
||||
*/
|
||||
cloak-keys
|
||||
{
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0;
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||||
0;
|
||||
0;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
+22
-12
@@ -1,8 +1,9 @@
|
||||
==[ Translations ]============================================================
|
||||
|
||||
Starting with the release of Unreal 3.2 we have begun accepting translated
|
||||
documentation files. For now, only translations of unreal32docs.html are
|
||||
accepted but this might change in the future (we'll see how this goes first).
|
||||
documentation files. For now, only translations of unreal32docs.html and
|
||||
example.conf are accepted. Other stuff might be translated later, but
|
||||
this will probably be postponed to 3.3 (numerics/ircd text/help.conf/etc).
|
||||
|
||||
There a few requirements however:
|
||||
- When you submit your translation it should be a translation of the
|
||||
@@ -13,7 +14,11 @@ There a few requirements however:
|
||||
- If you are accepted and start working on it, it would be nice if you
|
||||
could put your docs-in-progress online somewhere so we can see how
|
||||
progress is going a bit.
|
||||
- Someone (usually the person who translated it) needs to be willing
|
||||
- You should use a proper HTML editor, this especially excludes Microsoft
|
||||
Word and Frontpage since it enlarges the .html file by (at least) 30%.
|
||||
Don't worry, there are enough free&simple html editors out there that
|
||||
work perfectly fine, you won't need to be an HTML expert at all!
|
||||
- Someone, usually the person who translated it, needs to be willing
|
||||
to actively maintain the docs. This is very important! If docs are
|
||||
out of date (out-of-synch) there will be confusion among users.
|
||||
Translators will receive once a week (and right before every release)
|
||||
@@ -21,15 +26,20 @@ There a few requirements however:
|
||||
should update his/her doc and send it in (or commit it via cvs).
|
||||
Count on an average of 15 minutes a week (it varies).
|
||||
|
||||
Now why would you do all this? The first-time translation of unreal32docs.html
|
||||
is definitely a lot of work, but... once you are done it's just a matter
|
||||
of updating once a week, many users will be happy with your translation,
|
||||
and you just helped UnrealIRCd becoming a bit more 'international' :).
|
||||
Now, we should tell you that the first-time translation of unreal32docs.html
|
||||
is a LOT of work.. probably 20 hours or so. After that, the weekly updates
|
||||
take really just 5, 10, 15 minutes a week, which is pretty much "no time".
|
||||
Now why would you translate at all? Well, by translating UnrealIRCd
|
||||
documentation you will help out your fellow citizens and/or other people
|
||||
of that language, you will make Unreal a bit more 'internationalized',
|
||||
and it's a worthwile contribution to the UnrealIRCd project.
|
||||
Upon successful completion you will also receive an @unrealircd.org
|
||||
forwarder email address, and of course your name will be in the docs.
|
||||
|
||||
If you want to start translating a document, please send a mail to the
|
||||
coders mailing list (coders@lists.unrealircd.org) and mention the language
|
||||
you are willing to translate to...
|
||||
You'll then receive an email back saying you can go ahead (or not).
|
||||
This is mainly to avoid multiple persons working on the same translation.
|
||||
If you want to start translating a document, please send an email to
|
||||
coders@lists.unrealircd.org and mention the language you are willing
|
||||
to translate to.. You will then receive an email back saying you can
|
||||
go ahead (or not). This is mainly to avoid multiple persons working
|
||||
on the same translation.
|
||||
|
||||
==============================================================================
|
||||
|
||||
Reference in New Issue
Block a user