On *NIX now always redirect stdin, stdout and stderr to /dev/null for
safety and to prevent any ssh hanging as reported by mbw (#5087).
This code needs some testing on non-Linux though it should be all
POSIX, unless I missed something... :)
This is for easier parsing of the "MODE yournick" response.
From:
:maintest.test.net 008 testuser :Server notice mask (+kcfjvGqSso)
To:
:maintest.test.net 008 testuser +kcfjvGqSso :Server notice mask
Reported by emerson in #5079.
listen::ssl-options, sni::ssl-options or link::outgoing::ssl-options
are used. In short: it only reloaded the ones from set::ssl until
now. Bug reported by Mr_Smoke (#5072)
Built-in time synchronization was added in 2006 when many computers did not
do time synchronization by default. Nowadays nearly all operating systems,
including many Linux distro's, Windows and OS X have time synchronization
enabled out-of-the box.
You can still re-enable the built-in timesynch feature via:
set { timesynch { enable yes; }; };
..but you should really use NTP instead.
This affected the following errors:
* Max SendQ exceeded
* Excess Flood
* Flood from unknown connection
* SSL Handshake flood detected
* Rejected link without SSL/TLS
* Various errors from the websocket module
* Other errors generated by 3rd party modules
This posed a limitation with utf8 PROTOCTL NICKCHARS=... and
potentially PROTOCTL SERVERS=... if having more than 32 servers.
The limitation has now been removed (buffer length = 512)
Also call the UTF8 charsys support experimental. Not so much because
of issues in UnrealIRCd that are unique to utf8 but because of the many
"but's" such as lack of services support. And people suddenly waking up
and realizing there never was improved CASEMAPPING and "visually identical
character checks" in original charsys either.
This is the "non breaking space" outside UTF8 and thus was previously
blacklisted. Keeping it blacklisted even if it appears in UTF8 is not
really an option as it means some UTF8 characters can never be used,
like the letter "nun" in Hebrew, and likely others.
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.
See https://www.unrealircd.org/docs/Nick_Character_Sets
Example: set { allowed-nickchars { latin-utf8; }; };
Important remarks:
* All your servers must be on UnrealIRCd 4.0.17 (or later)
* Most(?) services do not support this, so users using UTF8 nicknames
won't be able to register at NickServ.
* In set::allowed-nickchars you must either choose an utf8 language
or a non-utf8 character set. You cannot combine the two.
* You also cannot combine multiple scripts/alphabets, such as:
latin, greek, cyrillic and hebrew. You must choose one.
* If you are already using set::allowed-nickchars on your network
(eg: 'latin1') then be careful when migrating (to eg: 'latin-utf8'):
* Your clients may still assume non-UTF8
* If users registered nicks with accents or other special characters
at NickServ then they may not be able to access their account
after the migration to UTF8.
[!] Work in progress [!]
"SSL_accept(): Internal OpenSSL error or protocol error: tls_process_client_hello: unsupported protocol"
rather than just
"SSL_accept(): Internal OpenSSL error or protocol error"
Perhaps it can be shortened in a later version if this is acceptable.
This can help with tracing server linking errors, and/or
if using the junk snomask (MODE nick +s +j).