From c251d4e19836e718c755935ba2e3351cb8da8f1e Mon Sep 17 00:00:00 2001 From: Bram Matthys Date: Tue, 21 Dec 2004 01:05:23 +0000 Subject: [PATCH] - 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 DEL: Unreal31_to_32.html & example.settings DUE TO outdated MOD: Authors (added myself, updated griever end date), translations.txt (updated to mention that it takes a lot of time, and added a note on using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). --- Changes | 2 + doc/Authors | 5 +- doc/Unreal31_to_32.html | 195 ---------------------------------------- doc/example.settings | 53 ----------- doc/translations.txt | 34 ++++--- 5 files changed, 27 insertions(+), 262 deletions(-) delete mode 100644 doc/Unreal31_to_32.html delete mode 100644 doc/example.settings diff --git a/Changes b/Changes index 63fd12d3b..54f053fa5 100644 --- a/Changes +++ b/Changes @@ -506,3 +506,5 @@ - Fixed tkl except { } not working (post-3.2.2). - Fixed bug where servers behind ulines were not ulined, causing for example juped servers to show up if flat-map was enabled, reported by GSF19 (#0002230). +- Some doc/ updates: removed: Unreal31_to_32.html & example.settings, updated: Authors & + translations.txt. diff --git a/doc/Authors b/doc/Authors index add410d8a..7db71e9ae 100644 --- a/doc/Authors +++ b/doc/Authors @@ -123,7 +123,8 @@ Carsten Munk / May 1999, date Dominick Meglio / June 1999, date David Flynn / March 2000, June 2000 McSkaf / June 2001, September 2001 -Finny Merrill / November 2001, date +Finny Merrill / November 2001, December 2002 +Bram Matthys / January 2002, date Thanks go to those persons not mentioned here who have added their advice, opinions, and code to IRC. @@ -143,4 +144,4 @@ Eric P. Scott Dan Goodwin Noah Friedman -[ $Id$ ] \ No newline at end of file +[ $Id$ ] diff --git a/doc/Unreal31_to_32.html b/doc/Unreal31_to_32.html deleted file mode 100644 index 68c557448..000000000 --- a/doc/Unreal31_to_32.html +++ /dev/null @@ -1,195 +0,0 @@ - - - -UnrealIRCd - 3.2 - Offical Documentation - - - - -

I M P O R T A N T R E A D I N G

-

(YES, YOU WILL NEED TO READ ALL OF THIS)

-

* Unreal3.2 is a lot different than Unreal3.1.1. Forget - all you have learned about setting up Unreal3.1.1 - this is a lot different. - We have got a new configuration format that integrates all the former config - files,ircd.conf, vhost.conf, chrestrict.conf, unrealircd.conf, into to one newunrealircd.conf - (what the ircd.conf is called now). See doc/ for more information on the configuration - format

-

* THIS IS A BETA VERSION, REPORT BUGS ON http://bugs.unrealircd.org

-

* We have introduced a new cloaking algorithm (+x), which makes - it incompatible with Unreal3.1.1 - these can however still link, but the hostname - will look different. This is made of three big numbers, configured in the config - file - and these MUST be the same on all servers on the network. Keep these - numbers secret, and the cloaking algorithm is uncrackable (within 55 years, - that is). The +x algorithm was changed slightly to fix a method of cracking - that was found. #define COMPAT_BETA4_KEYS to use the beta4 system for compatibility - with older betas.

-

* If you use Linux and have problems where the IRCd complains - that MAXCONNECTIONS is larger than FD_SETSIZE, you need to get your root to - edit /usr/include/bits/types.h - #define __FD_SETSIZE 1024 to be somenumber - that is equal or higher than MAXCONNECTIONS. This is a problem with Linux that - it is hard coded and non override able in some distributions. We recommend you - use FreeBSD or the variants of this if you need to run high load IRC servers.

-

* We use autoconf to help with compilation, and this should - make us able to a lot more platform (we have even ported to BeOS).

-

* We require a pthreads library for the SOCKS scan now - and - this is now done in the background (no more waiting!).

-

* The IRCd is now modularized, and you load modules with the - loadmodule command. You will most likely want to add these lines:
- loadmodule "src/modules/commands.so";
- loadmodule "src/modules/scan.so";
- loadmodule "src/modules/scan_socks.so";
- loadmodule "src/modules/scan_http.so";

-

If you would like to code a module, doc/ will contain a module - guide,and we got an example module in src/modules/m_dummy.c.

-

* We have some IPv6 support, and there are some minor bugs - in it.

-

* The documentation is NOT yet 100% complete

-

* We have added snomask (similar to ircu), basically this allowed - us to remove several modes. Modes +cfFkje are gone, but don't worry, you can - still use them. They are now added like this:

-

/mode yournick +s +cF

-

You set the flags in the second parameter of the mode command - for a mode change +s, setting -s with no parameters removes all your snomask. - You can remove a specific snomask by doing:

-

/mode yournick -s -c

-

The current snomasks are:

-

c - local connects
- F - far connects
- f - flood notices
- k - kill notices
- e - 'eyes' notices
- j - 'junk' notices
- v - vhost notices
- G - gline/shun notices
- n - nick change notices
- q - deny nick (Q:line) rejection notices

-

It shouldn't be too hard to figure out, just play around with - it a bit :)

-

* /who needs testing it was recorded and may contain bugs

-

* We have added alias {} which allows you to dynamically create - commands such as /nickserv Read example.conf for more information on how to - create your own. To use standard ones include one of the following files

-

aliases/ircservices.conf (IRCServices, Daylight)
- aliases/epona.conf (Epona)
- aliases/auspice.conf (Auspice)
- aliases/generic.conf (Magick, Sirius, Wrecked)
- aliases/operstats.conf (OperStats)
- aliases/genericstats.conf (GeoStats, NeoStats)

-

* You can now use an IP in the oper::from and vhost::from fields - even if the host resolves

-

* Added an http proxy scanner (scan_http.so)

-

* Added oper::snomask to specify default oper snomask modes

-

* /helpop text has been moved to a config directive, help {}. - To keep the standard help text you need to include help.conf so add include - "help.conf"; to your config file.

-

* To be able to use G:lines you must now have the can_gkline - flag (or t if old style flags)

-

* Usermode +T (Tech Admin) has been removed, since it is 100% - useless

-

* Added a make install to copy files to the installation location

-

* Removed ./ircd, ./killircd, crypt/mkpasswd, ./rehash and - merged them into a new ./unreal [start|stop|rehash|mkpasswd] for mkpasswd the - format is

-

./unreal mkpasswd [method] [password]

-

* Added a new system for crypting passwords. You now do for - example password "my password" { crypt; }; This allows you to have - some crypted passwords and others not. If you have SSL enabled you may also - use the md5 and sha1 methods.

-

* The old blackhole is now set::scan::endpoint and specifies - an IP and port to tell proxies to connect to.

-

* You can now specify a cipher list for SSL links (read doc/conf.doc - for more info)

-

* +I is now in invisibility.so so it is easily disabled

-

* set::socks has been replaced by set::scan (read doc/conf.doc - for more info)

-

* If you experience problems with the scanners, perhaps check - out BOPM (http://www.blitzed.org/bopm)

-

* log {} syslog support added (read doc/unreal32docs.html for - more info)

-

* Added ripemd-160 password encryption support

-

* Enabled sha1 and md5 password encryption on Win32 regardless - of whether SSL is used.

-

* Added WinNT/2k/XP service support (experimental) To use this - you use the unreal.exe utility: unreal install -installs the service
- unreal uninstall -uninstalls the service
- unreal start -starts the service
- unreal stop -stops the service
- unreal restart -restarts the service
- unreal rehash -rehashes the config file

-

Config errors and crashes are now logged to service.log when - in service mode.

-

* Implemented a new win32 debugger to make fixing bugs much - easier.

-

* Added a win32 installer to simplify installing under Windows.

-

* AKILL/RAKILL is deprecated. Server command still works but - will be removed eventually (aliases to TKL G). For normal opers it notices that - the commands are deprecated.

-

Made the config parser smarter when it comes to time values - and size values. Entries are no longer limited to 1d2h1m. You can now enter - "1day 2 hours 1 minute" for example. See doc/conf.doc for more information.

-

* The oper override code has been rewritten to be less intrusive. - You can now no longer automatically join a channel for which you must override - a mode. You must /invite yourself to the channel. The idea behind this is it - prevents the accidental "rejoin on kick" ban override and joining - a +s channel without realizing it is +s and therefore you shouldn't know it - exists.

-

* If you use the SSL features of Unreal, you should use OpenSSL - 0.9.6e or later. This is important as the older versions may make the program - exploitable. See http://www.openssl.org for more information

-

* We have made a lot of changes to deal with SSL, and if you - find any flaws or problems, please contact the coder team. We however think - that the changes will make SSL more transparent and make it work more efficiently.

-

* Added technical documentation in doc/technical. This directory - will contain information about the protocol used by Unreal.

-

* Added EGD support for SSL. EGD allows entropy to be gathered - on systems that do not have a random device (/dev/random or /dev/urandom) or - have an unreliable random device. Unreal has been tested using EGADS (http://www.securesoftware.com/egads.php) - [With EGD support enabled], PRNGD (http://www.aet.tu-cottbus.de/personen/jaenicke/postfix_tls/prngd.html), - and EGD (http://egd.sourceforge.net). Other EGD compatible programs should work - as well.

-

* We have created a new complete set of docs! doc/unreal32docs.html - is now a complete
- set of docs! It is still not finished, however it contains atleast what was - already
- avail. in the other doc files.
- It can also be view online @ http://www.unrealircd.com/unreal32docs.html

-

* We have removed ./Setup - Please read the new docs for information - on configuring &
- setting up Unreal3.2

-

* Removed makeconf - Read the docs to make a config file

-

* Added set::ssl::options with the following options:
- fail-if-no-clientcert - If SSL client connects and doesn't provide a client
- certificate, abort connection immediately
- verify-certificate - Check the certificate's validity using X509 methods, check if
- we trust CA's, etc.
- It however does slip self signed certificates through UNLESS
- no-self-signed - Don't allow self-signed certificates through (requires
- verify-certificate)

- -

* Added the ability specify which CA's are trusted using set::ssl::trusted-ca-file

- -

* A new configuration system has been added. The system is a bit more strict (meaning it - will complain more often) but it will never crash due to configuration errors, just - display a message saying errors exist.

- -

* SVSLUSERS was added to all U:lines to change local and global max user counts (this is - NOT meant so you can make the max count higher than it really should be.)

- -

* A new oper flag, can_override/v has been added. This is an attempt to stop oper abuse. - All opers can no longer use oper-override, this oflag MUST be in place for oper-override - to be allowed. Can_override is NOT assumed to be present no matter what your flags, - meaning you could be +N but still not be allowed to use oper-override.

- -

* UNKLINE and UNZLINE have been removed in favor of a system like G:lines, to remove you - now /kline -user@host or /zline -user@host

-

* MAKE SURE YOU RERUN ./Config AND RUN make clean BEFORE USING - THIS VERSION!!!

-

-

-

Notes on compatibility
-

-

Unreal 3.2 is ONLY compatible with Unreal3.1.4 and Unreal3.2 servers. DO NOT - ATTEMPT to link to servers that it is NOT compatible with.

-

- - diff --git a/doc/example.settings b/doc/example.settings deleted file mode 100644 index e702c3657..000000000 --- a/doc/example.settings +++ /dev/null @@ -1,53 +0,0 @@ -/* - * Example set {} block -*/ - -set { - /* - * This is the mail users will get shown when k-lined - */ - kline-address "mail.to.mail.to"; - /* - * What modes will users get when connecting to this server - */ - modes-on-connect "+ix"; - /* What channels users will autojoin */ - auto-join "0"; - /* What channels opers will autojoin on connect*/ - oper-auto-join "0"; - dns { - /* What IP has our DNS server got? */ - nameserver 127.0.0.1; - /* How long time will we wait for each attempt? */ - timeout 2s; - /* How many attempts will we do */ - retries 2s; - }; - options { - enable-opermotd; - enable-chatops; - hide-ulines; -// webtv-support; - identd-check; - }; - - /* - * How many channels each user can join - */ - 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 - { - 0; - 0; - 0; - }; - -}; - diff --git a/doc/translations.txt b/doc/translations.txt index b246f6a11..79b7df6c3 100644 --- a/doc/translations.txt +++ b/doc/translations.txt @@ -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. ==============================================================================