This is meant to blacklist modules that are in modules.default.conf (or
elsewhere). The 'loadmodule' line for any such module is effective ignored.
https://bugs.unrealircd.org/view.php?id=5118
Note: I had to move the loadmodule code. Previously this was done as each
config file (include) was loaded into memory. Now it is done after *ALL*
config files have been read into memory. This shouldn't matter for module
devs, though..
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.
Fix force-rejoin not working if doing SVSMODE -x/+x (Koragg, #5015).
Note to module coders:
Please use the following procedure in case of an user/host change:
* userhost_save_current(acptr);
* << change username or hostname here (or both) >>
* userhost_changed(acptr);
This function will take care of notifying other clients about
the userhost change, such as doing PART+JOIN+MODE if force-rejoin
is enabled, and sending :xx CHGHOST user host messages to
"CAP chghost" capable clients.
Also, small note to everyone:
If force-rejoin is enabled we will not send the PART+JOIN+MODE to
"CAP chghost" capable clients. Doing so is just a hack to notify
people of a userhost change. "CAP chghost" users can thus benefit
from the reduced noise in this respect.
You can still see the full list of loaded modules by using "/MODULE -all".
Also fix /MODULE <server>, this was broken in earlier versions by nen.... you know who.
PROTOCTL EAUTH=servername,protocolversion,flags,unrealversiontext
This makes deny link { } work again and gives a bit more information too.
Bug reported by GLolol (#4408).
Change MOD_TEST/MOD_LOAD/etc macro's (this breaks all modules). Now just use this:
MOD_INIT(modulename)
{
// you can access modinfo here.. or other stuff...
}
(Similar to the CMD_FUNC() macro)
Rather than:
DLLFUNC int MOD_INIT(name)(ModuleInfo *modinfo)
{
//...
}
* add general matching framework (aMatch type, unreal_match_xxx functions)
* change spamfilter { } block syntax
* add support for simple wildcard matching (non-regex, just '?' and '*')
This is the initial commit so the new lib is not in yet, 'regex' is not
functional (but 'posix' and 'simple' are working), linking has not been
fully tested and no warnings are printed yet. IOTW: work in progress!
you want to permit re-loading but not complete un-loading of your module.
This way you get the benefits of being able to upgrade code on-the-fly but
can still disallow the user to do something potentially unwise.
structs such as Client, Channel, Member and Membership.
- Modules that define channel modes no longer need to be permanent. This
was already true for paramless chmodes, but is now true for all.
- Converted floodprot module (chmode +f) to use MoData. This means some
remains could be purged from the core and the module is now fully
reloadable (no longer permanent).
- This code is experimental, but seems to work...
mysterious error 'The specified module could not be found' even though the
file exists. This usually means that it depends on another DLL, but
apparently Microsoft decided not to mention that in the error message.
We now append some small text when such an error happens, saying that it
could be because of a missing dependency. Reported by Phil.