to be a bit less ugly. The module is loaded by default so you can
still use set::options::identd-check like before, even though I
hate ident... it's old shit... still, other's seem to like it.
More changes will follow later. There is still some ident stuff
in the core at the moment and the module is currently PERM, which
largely (but not entirely) defeats the purpose of being a module.
That will be fixed at a later time as well.
REQMODS Gmodname:version ....
to:
SMOD G:modname:version ....
Also, call the module require-module to be consistent with the
naming of the configuration directive.
Not sure yet of the set name, but call it set::require-module for
now as well.
so you can use set::restrict-commands without having to loadmodule.
Restrict the LIST and INVITE commands in the example.conf, which is
often a good idea. Finally, document the configuration/usage at:
https://www.unrealircd.org/docs/Set_block#set::restrict-commands
So rename src/modules/m_*.c to src/modules/*.c and update makefiles
and modules.default.conf. Also remove m_ at various places in the
source files, but not the CMD_FUNC(), just the module name.
UnrealIRCd already protects (for maaaany years) with ping cookies against
this attack. Making the m_nopost redundant.
Also, another module may be more useful (more on this soon...).
explicitly do not want to remember any channel history, such as on
a hub server to save memory.
Also, on Windows, ensure to compile all history_backend_*.c
For example, msgid / message-ids is not a CAP, while server-time is.
There mere fact of something being in CAP or not shouldn't cause
something to be in different directories ;).
Previously various information was only available for directly attached
servers, since it is communicated via PROTOCTL.
Now, we will also communicate information about leafs behind us.
IRCOps can use the /SINFO command to see these server features.
Services codes don't need to do anything, or at least are not expected
to do anything. They can still receive the information and do something
with it, of course...
Read the following technical documentation for full information,
as it will outline very specific rules for using the command S2S:
https://www.unrealircd.org/docs/Server_protocol:SINFO_command
https://www.unrealircd.org/docs/Authentication
And "require sasl" is now "require authentication"
(the old name will only raise a warning, not cause an error)
Note that authprompt currently only does the "require authentication"
stuff and not yet the soft-xx actions. That will be something for
later this week, but I've already documented it as such (here and
there anyway).
We previously introduced the "require sasl" block which allows you to
force users from certain IP addresses to authenticate with their nickname
and password via SASL. We now offer a new experimental module called
'saslemulation' which will help non-SASL users by showing a notice and
asking them to authenticate to their account via /AUTH <user>:<pass>.
See https://www.unrealircd.org/docs/Set_block#set::sasl-emulation
Note that this is work in progress, although the functionality of
already works. Still need to do some cleaning and expand the scope.
And more testing...
module but at least the code can be updated on the fly (or replaced
with some other secondary alternative module in the future).
src/charsys.c -> src/modules/charsys.c
This also means everyone needs to load the modules/charsys module.
Module coders:
* The cap->visible(void) callback function is now cap->visible(aClient *)
* There is a new cap->parameter(aClient *) callback function.
* Various updates to subfunctions to pass 'sptr' (due to the above),
including clicap_find(sptr, ...)
* New CLICAP_FLAGS_UNREQABLE flag
Other:
* There is a new (src/)modules/cap directory containing the sts module,
well.. once I commit it :D
Note that they are NOT loaded by default at this time.
The modules are:
* extbans/textban - +b ~T:censor:*badword*
* usermodes/privdeaf - user mode +D: cannot receive PM's
* antirandom - "randomness" detector against drone attacks
* hideserver - hide servers (not real security, but requested)
* jumpserver - redirect users to another server during maintenance
* m_ircops - show which ircops are online (/IRCOPS command)
* m_staff - show custom file (/STAFF command)
* nocodes - don't just strip/block colors, do the same for reverse/bold/..
The existing README and sample configuration files for these modules
will later be added to the official UnrealIRCd documentation on
https://www.unrealircd.org/docs/Main_Page (just search on the module name).
so you can use IRC directly from HTML5/JS. It is still considered experimental
but feel free to test it out. To do so, add this to your unrealircd.conf:
loadmodule "websocket";
This module was sponsored by Aberrant Software Inc.
with a default of 3:90 (3 joins per 90 seconds). There's rarely any need
to configure this on a per-channel basis and this way it's enabled by
default for everyone (unless you decide not to load load the module)