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mirror of https://github.com/unrealircd/unrealircd.git synced 2026-06-18 19:44:46 +02:00

123 Commits

Author SHA1 Message Date
Bram Matthys b1aae19ed5 Huh? Guess this 'branch protection' thing from GitHub isn't working. 2016-12-05 10:11:26 +01:00
Bram Matthys f31a55eaaa Cleanup src/Makefile as per ohnobinki's suggestion in #3979. 2016-12-05 10:07:16 +01:00
Bram Matthys ce27d8d8ed Accidental commit to 3.2.x branch. Reverting. 2016-12-05 09:44:12 +01:00
Bram Matthys 25af5338e3 Merge pull request #62 from Adam-/master+svsmoded
Services coders: you can now set "SVSMODE Nick +d" to set the 'deaf' user mode. Note that "SVSMODE Nick +d svsidhere" also still works.
This should be a harmless change, unless some services packages are accidentally trying to set emtpy svsids like "SVSMODE Nick +d "... if you do, then the target nick will be deaf now..
2016-12-05 09:40:29 +01:00
Adam 1e7391b9ba m_svsmode.c: allow setting +d 2016-09-14 20:36:10 -04:00
Bram Matthys 91e5639a77 3.2.10.7 2016-09-03 20:50:01 +02:00
Bram Matthys fb629bd489 Fix AUTHENTICATE bug (SASL) 2016-09-03 20:09:12 +02:00
Bram Matthys f72a982a82 Add dialog box. That should be the last change for 3.2.10.6. I hope. 2015-12-11 10:32:54 +01:00
Bram Matthys 059605c341 Update example.*conf: those are not for 'Unreal3.2 and higher' but 'Unreal3.2.x' 2015-12-11 10:17:25 +01:00
Bram Matthys 07ad68e3d4 .6 yes 2015-12-11 10:08:41 +01:00
Bram Matthys 0fa129325e UnrealIRCd 3.2.10.6 release 2015-12-11 10:05:50 +01:00
Bram Matthys 46314dc3bb Add red header saying this documentation is about UnrealIRCd 3.2.x and refer to the UnrealIRCd 4 documentation. 2015-11-09 17:11:21 +01:00
Bram Matthys 78f1540ec5 UnrealIRCd 3.2.10.5 release 2015-08-16 15:05:42 +02:00
Bram Matthys b7e579df89 Self-signed certificates generated with 'make pem' are now 4096 bits and valid for 10 years. Also use SHA256 for signing. 2015-05-18 12:22:23 +02:00
Bram Matthys 1f9f12660a init_ctx_client() was accidentally setting options on ctx_server. Reported by Jobe (#4346). 2015-05-18 12:06:49 +02:00
Bram Matthys af0e823116 Fix out-of-bounds read in parse_.._netmask. Reported by dg (#4349).
Function was sometimes reading 1 byte before the actual string.
2015-05-18 11:37:43 +02:00
Bram Matthys 18c617bb35 Modules can now simply include "unrealircd.h" rather than include
various files in a specific order and risk missing one.
2015-04-25 13:36:05 +02:00
Bram Matthys 3b25ba5aed Fix build with LibreSSL / Detect missing RAND_egd. Patch from Bernard Spil. 2015-04-06 10:44:56 +02:00
Bram Matthys 506870ec86 In m_svsnick the HOOKTYPE_LOCAL_NICKCHANGE is called later than in m_nick,
this means that if you hook this in a module and then send something from
the hooked function to other servers it may cause a KILL from another server
since the nick may already be changed (Ghost kill). For example if you
send a MODE or something else. Subsequent kill chasing would cause the
victim to be killed.
2015-04-06 10:16:30 +02:00
Travis McArthur 82781bc3a9 Merge pull request #11 from Adam-/master+svsnick
Ignore svsnicks when the new nick is the same as the old one
2014-08-26 08:12:28 -07:00
Adam 0602bf1991 Ignore svsnicks when the new nick is the same as the old one 2014-08-26 10:37:32 -04:00
Travis McArthur 7eae9f8ffd Merge pull request #10 from Adam-/master+cidr
Fix core from parse_v4_netmask parsing invalid cidrs
2014-08-14 12:47:20 -07:00
Adam 53616c9ec5 Fix core from parse_v4_netmask parsing invalid cidrs 2014-08-06 04:10:03 -04:00
Bram Matthys 37a6cf430b undo head 2014-07-28 11:28:31 +02:00
Bram Matthys 9ca203c1c6 report as 3.2.10.4 on windows 2014-07-26 17:34:00 +02:00
Bram Matthys ea2caffdf1 Update curl-ca-bundle from Dec 29 20:03:40 2012 to Tue Jul 15 08:33:20 2014 2014-07-26 17:25:08 +02:00
Bram Matthys 9ccf8250fc 3.2.10.4 2014-07-26 17:21:39 +02:00
Bram Matthys 976a6eb116 Fix compile errors when building with clang instead of gcc, which is more
and more becoming the default nowadays such as on FreeBSD.
Reported by QIXOZL (#4239). Backported the patch from Heero.
2014-07-06 16:00:09 +02:00
Bram Matthys 61f94bd6d8 For services who allow you to log in by account name but still allow you to
use a different nick: when you're logged in you are now considered
registered as far as channel mode +M (only registered users may speak and
+R (only registered users may join) are concerned. Same for user mode +R
(only allow private messages from registered users).
Tech: whenever services set SVID and it's not * and does not start with a
      number, then we consider this user to be 'logged in'.
      Whenever a user is set +r (s)he is also considered 'logged in'.
      This way it's compatible with both older and new services and doesn't
      introduce security issues with older services using servicetimestamp
      for nick tracking or other means.
This issue was reported by ShawnSmith (#4318).
2014-07-05 14:05:23 +02:00
Bram Matthys 082b9c58db update version to .3 2014-05-31 20:48:42 +02:00
Bram Matthys d2a544bc17 Prepare for 3.2.10.3 2014-05-31 10:24:06 +02:00
Bram Matthys 2df6ad48be Fix crash if SASL is enabled and ping-cookie is disabled (neither are the
default). Reported by fbi (#4307).
2014-05-30 11:32:18 +02:00
Bram Matthys 625483821a Fix './unreal backtrace': on more recent gdb versions or in languages other
than English not always all tmp/*.so files were added. Therefore the
backtrace was often (much) less informative. We now use a different method.
2014-03-30 15:57:16 +02:00
AngryWolf 7186af38f0 Updated unreal32docs.hu.html to changes till Mon, 20 Jan 2014 22:10:27 +0100. 2014-02-02 11:23:12 +01:00
Bram Matthys 4a7c15b6b0 Add donator 2014-02-01 12:51:07 +01:00
Ouadie Akrour 4c8c5da383 Spanish doc: Added set::spamfilter::stop-on-first-match [yes|no] 2014-01-27 15:09:38 +00:00
Serkan Sepetci 5cbcd7be86 Added set::spamfilter::stop-on-first-match [yes|no] 2014-01-26 17:57:15 +02:00
Thomas Fargeix c3538b357b French doc: Added set::spamfilter::stop-on-first-match (r5476) 2014-01-25 14:28:10 +01:00
Bram Matthys 64c347f828 Added set::spamfilter::stop-on-first-match [yes|no]:
By default this is set to 'yes' which means that once a spamfilter matches
UnrealIRCd will take action immediately and any additional (other)
spamfilters will not be processed.
When this is set to 'no' then after the first spamfilter match other
spamfilters will still be checked. All of these matches will be logged and a
message will go to IRCOps (snomask +S) for each one. The affected user,
however, will only see one spamfilter action (eg: block or kill) which will
be the spamfilter with the 'gravest action' (gzline is highest, block and
warn are lowest).
2014-01-20 22:10:27 +01:00
Bram Matthys 32fff791bd Added SVIDLEN so this value is now separate from NICKLEN. Previously if you
would lower NICKLEN to 9 then services timestamps would be cut off. Reported
by Jobe (#4248).
2014-01-12 16:40:55 +01:00
Bram Matthys 26dc7cbb31 When you specified more than 4 servers in set::timesynch::server you could
experience weird issues such as a flood of 'Cannot accept connections:
invalid argument' messages. Reported by hyper_threader (#4242).
2014-01-12 11:26:29 +01:00
Bram Matthys 1e3e46d4de For silenced users we will now only check the current nick!user@host,
suggested by Stevie (#2226).
2014-01-12 11:15:45 +01:00
Bram Matthys a1bdaa440d Fix possible SASL crash caused by remote server, reported by grawity
(#4219).
2014-01-12 10:40:28 +01:00
Bram Matthys 49b34a6cab Fix compile problem on OS X 10.9, reported and patch provided by
JustinTArthur (#4251).
2014-01-12 10:20:04 +01:00
Bram Matthys 0fa5dec7d7 Secure server to server links were previously hardcoded at SSLv3. This has
been fixed to be 'SSLv3 or later'.  In practice this means that you will now
see a lot more server-to-server links using TLSv1.2.
2014-01-09 21:39:36 +01:00
Thomas Fargeix b16af31e83 French doc: +d umode description update (r5460) 2014-01-03 23:20:54 +01:00
Bram Matthys 6bf05cee61 cares fix (old?) 2013-12-19 18:16:10 +01:00
Bram Matthys 50de952e0b added two donators 2013-12-19 18:15:04 +01:00
Bram Matthys 49b2d6d832 added two donators 2013-12-19 18:14:03 +01:00
Serkan Sepetci 859fb60904 Doc changes detected for help.tr.conf 2013-12-07 13:54:32 +02:00
Serkan Sepetci 2f758a59ac reorganized 2013-12-06 01:05:49 +02:00
Serkan Sepetci 74346e4b40 Last update version 2013-12-06 00:48:01 +02:00
Nathan Phillip Brink 5adf4d7e5b Describe how channel mode +d (Deaf) still intentionally allows bot commands through, thanks Dan39. 2013-12-05 05:20:51 +00:00
Nathan Phillip Brink 0a67350cd0 Allow set::channel-command-prefix to be an empty string. 2013-12-05 05:19:45 +00:00
Nathan Phillip Brink 0f0767d4de Update .hgignore to cover more of autotools and support testing unrealircd by running it out of the repository directory directly. 2013-12-05 05:14:06 +00:00
Bram Matthys 8d7b9fca49 Fix curlinstall script (updated c-ares version) 2013-11-25 20:35:16 +01:00
Bram Matthys 00fd88ff0c Added tag unreal3_2_10_2 for changeset ab013c6c5a79 2013-11-24 20:23:56 +01:00
Bram Matthys f17eca1154 fixed typo preventing a compile, reported by rfrederick (#4245). 2013-11-24 20:22:56 +01:00
Bram Matthys 41019fb446 Removed tag unreal3_2_10_2 2013-11-24 20:21:54 +01:00
Bram Matthys 4b2a9d125a Added tag unreal3_2_10_2 for changeset 90da005ec35a 2013-11-24 16:18:32 +01:00
Bram Matthys bb545c7cbe Fix for OS X so it can actually compile. Reported by QIXOZL (#4236). 2013-11-24 11:30:18 +01:00
Bram Matthys 297c176886 When you use -D or -I in CFLAGS the bundled c-ares configure script
now no longer errors. Reported by QIXOZL (#4244). An attempt for a
more proper fix will be made later.
2013-11-24 11:23:54 +01:00
Bram Matthys dd18157ad0 Removed tag unreal3_2_10_2 2013-11-24 11:15:59 +01:00
Bram Matthys 78b9966a5c Added tag unreal3_2_10_2 for changeset 914db8ce9bd5 2013-11-23 11:31:04 +01:00
Bram Matthys 7acc5aac6e Update win32 installer 2013-11-22 22:36:36 +01:00
Bram Matthys 870eb8710f Update win32 version suffix 2013-11-22 22:35:24 +01:00
Bram Matthys 3091752196 Update curl-ca-bundle with a more recent version 2013-11-22 22:16:53 +01:00
Bram Matthys 5d9cb664b7 Update release notes.. 2013-11-22 22:08:55 +01:00
Bram Matthys 19a8b15b01 Small watch fix 2013-11-22 21:58:01 +01:00
Bram Matthys 47ab99a833 Update release notes 2013-11-22 21:39:19 +01:00
Bram Matthys 9bb05733c8 update release notes 2013-11-20 16:09:07 +01:00
Bram Matthys d5d6ace2e1 Windows installer: require Visual Studio 2012 Redist. package
Unfortunately we can no longer auto-download so we send the user
to a microsoft.com page when the package seems not installed.
Hopefully most users will have it installed though...
2013-11-20 13:49:25 +01:00
Bram Matthys b7bd436b7f autoconf 2013-11-20 12:54:46 +01:00
Bram Matthys f011199ea5 Update c-ares library to 1.10.1 2013-11-20 12:53:19 +01:00
Bram Matthys 2b2308dcdc update version 2013-11-20 12:48:12 +01:00
Bram Matthys d8645f710d Various fixes, more info later. 2013-11-20 12:44:26 +01:00
Thomas Fargeix 50afecfaa7 French doc: fix typos 2013-09-23 23:17:45 +02:00
Serkan Sepetci f18b7e8df1 Translation of the help.tr.conf 2013-05-27 10:13:45 +03:00
Bram Matthys 167a83f7d2 This one is better, and actually compiles ;) 2013-05-10 19:32:14 +02:00
Bram Matthys 3c423d31d2 Fix strange issue where linking didn't work because UnrealIRCd would
bind to (for example) the loopback interface before connecting to the
remote server.
In addition to that, we now don't bind() at all when bind-ip is not
present or is set to "*".
2013-05-10 19:27:36 +02:00
Ouadie Akrour 3fd9fc9846 Re Update the documentation 2013-04-05 21:26:09 +00:00
Bram Matthys a06a748214 Added tag unreal3_2_10_1 for changeset 15542aa9f0d2 2013-04-05 16:25:43 +02:00
Bram Matthys 3e19dc1a8b add .1 suffix to setup.h for Windows. 2013-04-05 16:25:35 +02:00
Bram Matthys 60c880834b Removed tag unreal3_2_10_1 2013-04-05 16:25:16 +02:00
Bram Matthys b5bcf6605e Added tag unreal3_2_10_1 for changeset 0e7e08cf2b35 2013-04-05 16:23:52 +02:00
Bram Matthys ccab872222 Bump version and update date in docs. Add Windows 7. Remove Windows 2000 as
it apparently no longer works (#4180).
2013-04-05 16:15:04 +02:00
Bram Matthys 193b044615 mention doc updates in release notes 2013-04-05 16:09:33 +02:00
Bram Matthys 268373635a Bump version to 3.2.10.1 & update release notes. 2013-04-05 16:08:33 +02:00
Bram Matthys 0362f9c765 Custom modules: move EXLIBS= so shared libraries are always linked.
Reported by DE_Glen (#4182).
2013-04-05 15:36:23 +02:00
Bram Matthys ff5e6a1a0c - Windows: Fix strange linking bug. Outgoing connects from a Windows
IRCd caused a garbled SERVER protocol message, causing 'cannot find
  server' errors and killing of users. Reported by Sunkat (#4183).
2013-04-04 23:07:04 +02:00
William Pitcock f0167d1284 - Pull in poll(2) stuff before any other ircd include files. (#4155)
This allows us to successfully build on systems where pulling in poll.h
  pollutes the code with a broken form of ctypes.h due to a few reasons, not
  limited to, but including, usage of non-namespaced macros which clash with
  our own.
2013-01-14 02:12:43 -06:00
Bram Matthys 7530ce6b29 - Don't remove oper-modes such as +S from non-local clients. Reported by
Magiobiwan (#4166). This caused an issue with bots from anope BotServ
  where user modes +Sq were stripped by the IRCd.
2013-02-19 19:31:30 +01:00
Thomas Fargeix 77ccd6b9dd Update French doc about set::dns::nameserver (r3623cab602e7) 2013-02-13 22:33:12 +01:00
Serkan Sepetci 780a9c4878 Re Update the documentation about set::dns::nameserver 2013-02-10 03:19:03 +02:00
Serkan Sepetci 1a3175f4e7 Update the documentation about set::dns::nameserver 2013-02-10 03:13:20 +02:00
AngryWolf 6d93e605f3 Missed to translate a change from Wed Jul 13 22:36:04 2011 -0400 (19 months ago). 2013-02-04 22:17:42 +01:00
AngryWolf 939b8797e4 Translated changes of the last 5 months (from Fri Aug 17 10:40:23 2012 +0200). 2013-02-04 22:07:19 +01:00
AngryWolf ee775f3e2e Missed to translate a change from Wed Jul 13 23:32:05 2011 -0400 (19 months ago). 2013-02-04 20:28:17 +01:00
AngryWolf 9b296df76c Translated changes from Sat Oct 06 12:48:21 2012 +0200 (4 months ago). 2013-02-04 19:56:00 +01:00
Ouadie Akrour c2d75396da - Update the unreal32doc.es about set::dns::nameserver 2013-02-02 01:37:16 +00:00
Nathan Phillip Brink b1a396ad2b - Update the documentation about set::dns::nameserver to reflect reality (that the setting is only used if c-ares can’t read /etc/resolv.conf). 2013-01-27 05:59:50 +00:00
Bram Matthys c5866e2a80 allow channel: Permit multiple channel items in one block again, was broken by patch from #4125. 2013-01-11 19:05:36 +01:00
Ouadie Akrour cdd354c306 Reupdated unreal32docs.es 2013-01-11 00:26:55 +00:00
Bram Matthys d262f6f5e3 '/rehash -global' did often not rehash all servers. Reported by Cronus (#4143). 2013-01-09 19:41:18 +01:00
Ouadie Akrour 97e3d6a2ce Updated unreal32docs.es 2013-01-02 00:52:36 +00:00
Bram Matthys 9157912636 Added tag unreal3_2_10 for changeset fe153e789040 2012-12-28 17:03:36 +01:00
Bram Matthys 86287db434 Removed tag unreal3_2_10 2012-12-28 17:03:32 +01:00
Bram Matthys 04820fda45 Fix duplicate user@host in away-notify and account-notify, reported by grawity (#4153). 2012-12-28 17:01:05 +01:00
Bram Matthys 42cb9fc22a Added tag unreal3_2_10 for changeset f0c4b60ec111 2012-12-26 15:51:46 +01:00
Bram Matthys 70e06587f9 Removed tag unreal3_2_10 2012-12-26 15:51:41 +01:00
Bram Matthys 614d980596 If you are running the IRCd as root and use IRC_USER/IRC_GROUP then we now
change ownership of the log file to that user/group so it can still write
after the setuid(). Reported by asmadeus (#4152).
2012-12-26 15:51:26 +01:00
Bram Matthys 4c93c3d197 Added tag unreal3_2_10 for changeset 7bf37138e074 2012-12-25 16:56:23 +01:00
Bram Matthys 85db29488f last update of release notes 2012-12-25 16:55:57 +01:00
Bram Matthys 0178632529 Update contributors in /INFO 2012-12-25 11:31:11 +01:00
Bram Matthys 9774805c00 bump version in docs & Unreal.nfo 2012-12-25 10:54:10 +01:00
Bram Matthys 8589555273 Bump version in all source/include/text files 2012-12-25 10:53:12 +01:00
Ouadie Akrour 08d55f0d5e re-updated Spanish documentation 2012-12-05 22:53:44 +00:00
Serkan Sepetci bd865e7a65 re-updated unreal32docs.tr 2012-11-26 21:34:00 +02:00
Serkan Sepetci 537e104611 Updated unreal32docs.tr 2012-11-26 21:21:32 +02:00
Ouadie Akrour 5d25b1b0d5 Updated Spanish documentation 2012-11-26 02:09:11 +00:00
Ouadie Akrour ee4708774a Updated Spanish documentation 2012-11-26 02:03:12 +00:00
Ouadie Akrour be4e63ac89 Updated Spanish documentation 2012-11-24 15:34:43 +00:00
Bram Matthys 139b5e9831 Update ./createchangelog to make it only show changes on default branch. 2012-11-23 19:52:07 +01:00
626 changed files with 153250 additions and 137041 deletions
+20
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@@ -0,0 +1,20 @@
_ _ _ ___________ _____ _
| | | | | |_ _| ___ \/ __ \ | |
| | | |_ __ _ __ ___ __ _| | | | | |_/ /| / \/ __| |
| | | | '_ \| '__/ _ \/ _ | | | | | / | | / _ |
| |_| | | | | | | __/ (_| | |_| |_| |\ \ | \__/\ (_| |
\___/|_| |_|_| \___|\__,_|_|\___/\_| \_| \____/\__,_|
Configuration Program
for Unreal3.2.10.7
This program will help you to compile your IRC server, and ask you
questions regarding the compile-time settings of it during the process.
regarding the setup of it, during the process.
If you have problems regarding the setup & compile, read Unreal.nfo to get
more information on where to get help. Please, before running this setup,
read the documentation in the "doc" folder. Docs are also avail online @
http://www.unrealircd.com/unreal32docs.html
+35
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Configuration rant, by Stskeeps
--------------------------------
Right.. so you think you are done now, you can boot your IRCd and be happy,
and it just works. No, you still got a lot to do. You need to read all of
the documentation through. Would you even have made it this far without
makeconf?.
Well, today, people think they can be 3 months on IRC, and be ready to run
an IRC daemon. I hate to say this, but I don't think so.
If you cannot read an IRC help file, or understand what stuff like "desynch",
"masskill", "k-line", or what "mode # +l 5" means - or you got no experince
in the UNIX field at all, like, you MUST know how to invoke a editor in a
shell, or to unzip a file. If you don't know/can do these things, I suggest
you stop trying to set this up, and go read on some UNIX tutorials, and IRC
tutorials. It takes a LOT of work to run a IRC server good.
I mean. I sit on the #unreal-support support channel each day, and I see
countless questions about stuff that IS IN the documentation. Numerous
people don't even bother to look at the config files (CONFIG_FILE_STOP
problem).
You need to look at the documentation now. You need to see how to "include"
other configuration files. You need to know how to work out how to use
doc/example.settings. I can only tell you, if you ask for support, and it
is for errors that you could solve by reading the first lines of a document,
then you'll be firmly ignored. I'm sorry, we cannot help your laziness.
Anyhow, good luck with setting this up. Hope you understand what I am saying
here. You will learn a lot more reading, than just ignoring what we are
saying.
--Stskeeps
+164
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Unreal3.2.10.7 Release Notes
=============================
==[ UNREALIRCD 3.2.X IS DEPRECATED ]==
You are currently viewing the release notes of UnrealIRCd 3.2.10.7.
UnrealIRCd 3.2.* will no longer be supported after December 31, 2016.
You should upgrade to UnrealIRCd 4 before that date.
See https://www.unrealircd.org/docs/UnrealIRCd_3.2.x_deprecated
==[ GENERAL INFORMATION ]==
- If you are upgrading on *NIX, then make sure you run 'make clean' and
'./Config' first, before running 'make'.
- The official UnrealIRCd 3.2.x documentation is available online at
https://www.vulnscan.org/UnrealIRCd/unreal32docs.html
FAQ: https://www.vulnscan.org/UnrealIRCd/faq/
Read them before asking for help.
- Report bugs at https://bugs.unrealircd.org/
- The purpose of the sections below (NEW, CHANGED, MINOR, etc) is to be a
SUMMARY of the changes in this release. See the file 'Changes' for a
complete list of all changes.
==[ .7 RELEASE ]==
The following issue was fixed in 3.2.10.7:
- Fix SASL EXTERNAL security issue
==[ .6 RELEASE ]==
The following has been addressed in 3.2.10.6:
- Add notes regarding deprecation of 3.2.x series
- Build with latest OpenSSL to fix crash issue (Windows)
- Don't show vcredist dialog if installed (Windows installer)
==[ .5 RELEASE ]==
The following issues have been fixed in 3.2.10.5:
- Crash when SASL is enabled (set::sasl-server)
- A compile problem with LibreSSL
==[ .4 RELEASE ]==
Two major issues were fixed:
- Compile problems when using clang instead of gcc (such as on FreeBSD & OS X)
- For services who allow you to log in by account name but still allow you to
use a different nick: when you're logged in you are now considered
registered as far as mode +M and +R are concerned.
Tech: whenever services set SVID and it's not * and does not start with a
number, then we consider this user to be 'logged in'.
Whenever a user is set +r (s)he is also considered 'logged in'.
This way it's compatible with both older and new services and doesn't
(or shouldn't) introduce security issues with older services using
servicetimestamp for nick tracking or other means.
Additionally:
- curl-ca-bundle.crt has been updated to use latest certificates
- The Windows libraries (OpenSSL, curl, ..) have been updated.
==[ .3 RELEASE ]==
The following issues have been fixed in 3.2.10.3:
- Crash when SASL is enabled and ping-cookie is disabled
- Compile issue with remote include
- OS X compile problems
- ./unreal backtrace not always working well
Changes:
- For silenced users we now only check the current nick!user@host
- Server to server links now use latest TLS (eg: v1.2) instead of SSLv3
New:
- Added set::spamfilter::stop-on-first-match (default yes). You can change
this to 'no' to have UnrealIRCd continue processing all spamfilters even
after the first match. The spamfilter with the 'gravest action' wins
(eg: gzline wins from block).
==[ .2 RELEASE ]==
The following major issues were present in 3.2.10 & 3.2.10.1 and have
been fixed in this version:
- A remote crash issue when compiled with SSL (NULL pointer dereference)
- A second issue that can potentially lead to a crash (read-after-free)
In addition to these 3.2.10.x fixes there were also some other bugs fixed,
mostly in the area of server linking and flood hardening.
The external libraries of the Windows version have been updated (openssl,
c-ares, zlib). The bundled c-ares source (for *NIX) has been updated too.
==[ .1 RELEASE ]==
The following bugs in version 3.2.10 were fixed in this 3.2.10.1 release:
- Windows only: outgoing connects from Windows caused severe linking issues,
including killing of (ghost) users on the Windows server.
- An issue where user modes were stripped from remote clients, this caused
a problem for Anope BotServ bots.
- A compile problem on OpenBSD.
- '/REHASH -global' did not rehash all servers.
- Some documentation updates.
==[ 3.2.10 RELEASE ]==
Below is a summary of all changes with respect to 3.2.9:
==[ NEW ]==
- Improved socket engine. This brings some performance improvements and
also makes it easier to configure a system to hold more than 1024
clients (no more editing of header files on Linux!).
- ESVID support: services can communicate the account name of the user
back to the IRCd. This only works on ESVID-capable services:
- Extban ~a:<accountname>: matches users who are logged in to services
with that account name.
- Show account name in /WHOIS
- CAP support: this enables clients to enable certain features more easily.
Can be disabled through set::options::disable-cap.
- Now that STARTTLS is advertised in CAP it is likely to be used more often.
- away-notify: informs clients of AWAY state changes of users on the same
channels, for clients that support this.
- account-notify: similar to away-notify, inform clients of changes in the
login status and account name used by other clients on the same channels.
- SASL support. To use this, and if your services support this, you point
set::sasl-server to your services server.
- Server-side MLOCK support: the IRCd will prevent channel mode changes
depending on the MLOCK setting in services. Requires special support
from services for this feature.
- User Mode +I (IRCOp only): hide idle time
- auth-method 'sslclientcertfp': authenticate users using an SSL client
certificate by the SHA256 fingerprint of that certificate.
The documentation has a new section (3.19) called 'Authentication Types'
which contains an (improved) example of how to use SSL client certificate
authentication instead of regular passwords.
- oper::require-modes: an optional setting, which can be used to require
users to have certain user modes (such as 'z') before they can /OPER up.
- allow/deny channel: you can now optionally specify a class here as an
extra filter.
- doc/example.es.conf: Spanish translation of example configuration file.
- There have also been some behavior changes, which can be considered NEW,
see next section (CHANGED).
==[ CHANGED ]==
- Anti-spoof protection (ping cookies) can now be enabled/disabled at
run-time through set::ping-cookie [yes|no]. The default is 'yes' (enabled).
- A quit with 'Ping timeout' now shows the number of seconds since the ping.
- Print out a warning if we can't write to a log file.
- Refuse to boot if we can't write to ANY log file.
- Windows: if an SSL certificate exists, then uncheck the 'generate SSL
certificate' checkbox by default.
- *NIX with SSL: We now ask in ./Config if you want to generate an SSL
certificate. The certificate is then copied when you run 'make install'.
==[ MAJOR BUGS FIXED ]==
- Windows SSL crash (this issue was already fixed in 3.2.9-SSL-fix)
- Other than that, none?
==[ MINOR BUGS FIXED ]==
- Various compile problems, in particular with remote includes enabled.
- Windows: the installer sometimes insisted that the Visual C++ 2008
redistributable package was not installed, when it actually was there.
- Windows: MOTD file date/time was always showing up as 1/1/1970.
- And more... see Changelog
==[ REMOVED / DROPPED ]==
- Windows 9X is no longer supported
- The networks/ directory has been removed
==[ KNOWN ISSUES ]==
- Regexes: Be careful with backreferences (\1, etc), certain regexes can
slow the IRCd down considerably and even bring it to a near-halt.
In the spamfilter user target it's usually safe though.
Slow spamfilter detection can help prevent the slowdown/freeze, but
might not work in worst-case scenario's.
- Regexes: Possessive quantifiers such as, for example, "++" (not to be
confused with "+") are not safe to use, they can easily freeze the IRCd.
==[ ADDITIONAL INFO ]==
- See Changelog for more details
+15
View File
@@ -0,0 +1,15 @@
|-------------------------------------------------------------------------|
| Congratulations on your new SSL self-signed certificate for your IRCd. |
| However, wouldn't it be better that you get your certifcate signed by |
| some kind of Certification Authority (CA), so your users can check that |
| they are really connected to the real server, so they feel secure? |
| |
| There is an initiative at CACert.org - They offer SSL Certificates |
| for use with your IRCd for free, so your users can be sure that they |
| can trust you and your server. |
| |
| To get a free signed certificate please visit http://www.CACert.org |
| _________________________|
| | Press enter to continue |
---------------------------------------------------------------------------
+17
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@@ -0,0 +1,17 @@
_ _ _ ___________ _____ _
| | | | | |_ _| ___ \/ __ \ | |
| | | |_ __ _ __ ___ __ _| | | | | |_/ /| / \/ __| |
| | | | '_ \| '__/ _ \/ _` | | | | | / | | / _` |
| |_| | | | | | | __/ (_| | |_| |_| |\ \ | \__/\ (_| |
\___/|_| |_|_| \___|\__,_|_|\___/\_| \_| \____/\__,_|
Update Script v2.0
What download program do you want to use?
-----------------------------------------
Type "wget" for wget
Type "lynx" for lynx
>
+77
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@@ -0,0 +1,77 @@
#
# UnrealIRCd Bug Reporting Script
# Copyright (c) 2001, The UnrealIRCd Team
# All rights reserved
#
# Redistribution and use in source and binary forms, with or without modification, are permitted
# provided that the following conditions are met:
#
# * Redistributions of source code must retain the above copyright notice, this list of conditions
# and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright notice, this list of conditions
# and the following disclaimer in the documentation and/or other materials provided with the
# distribution.
# * Neither the name of the The UnrealIRCd Team nor the names of its contributors may be used
# to endorse or promote products derived from this software without specific prior written permission.
# * The source code may not be redistributed for a fee or in closed source
# programs, without expressed oral consent by the UnrealIRCd Team, however
# for operating systems where binary distribution is required, if URL
# is passed with the package to get the full source
# * No warranty is given unless stated so by the The UnrealIRCd Team
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS `AS IS'' AND ANY EXPRESS OR
# IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
# FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE
# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
# BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# First we define some nice settings and some nice functions
set print pretty on
# dumplist <linked list> <structure format>
define dumplist
echo Dumping linked list $arg0 in format $arg1\n
set $p = $arg0
while $p
print *($arg1 *) $p
set $p = $p->next
end
end
# dumparray <name> <size>
define dumparray
echo Dumping array $arg0 size $arg1\n
set $p = 0
while $p < $arg1
if $arg0[$p]
print *$arg0[$p]
end
set $p = $p + 1
end
end
echo Full backtrace:\n
echo ---------------\n
echo \n
bt full
echo \n
echo Backup parse() buffer:\n
echo ----------------------\n
echo \n
print backupbuf
echo \n
echo me output:\n
echo ----------------------\n
print me
echo \n
echo IRCstats:\n
echo ----------------------\n
print IRCstats
echo \n
echo Modules:\n
echo ----------------------\n
dumparray Modules 50
quit
-75
View File
@@ -1,75 +0,0 @@
# Ignore configure step
aclocal.m4
autom4te.cache
config.log
conftest.*
config.settings
extras/pcre2*
extras/c-ares*
config.status
extras/ircdcron/ircd.cron
extras/ircdcron/ircdchk
src/modules/snomasks/Makefile
src/modules/chanmodes/Makefile
src/modules/extbans/Makefile
src/modules/usermodes/Makefile
src/modules/Makefile
src/modules/third/Makefile
/Makefile
/src/Makefile
/unrealircd
include/setup.h
# Ignore tags file
tags
# Ignore editor files
*\#*
*~
# Ignore SSL Stuff
server.cert.pem
server.key.pem
server.req.pem
tls.rnd
# Ignores for platform stuff
.DS_Store
# Ignores for build artifacts
*.so
*.o
*.dSYM
*.dylib
src/ircd
src/version.c
src/include
# Ignores for mac stuff
## Various settings
*.pbxuser
!default.pbxuser
*.mode1v3
!default.mode1v3
*.mode2v3
!default.mode2v3
*.perspectivev3
!default.perspectivev3
xcuserdata
## Other
*.xccheckout
*.moved-aside
*.xcuserstate
*.xcscmblueprint
## Obj-C/Swift specific
*.hmap
*.ipa
src/macosx/build/
DerivedData
src/macosx/pods/
# Doxygen generated files
doc/doxygen/
+16
View File
@@ -0,0 +1,16 @@
[repository]
native = LF
[patterns]
.RELEASE.NOTES = native
README = native
Unreal.nfo = native
makefile.win32 = native
Changes = native
**.c = native
**.h = native
**.conf = native
**.html = native
**.txt = native
**.bat = native
**.iss = native
+35
View File
@@ -0,0 +1,35 @@
syntax: regexp
# particular targets
^ircdcron/ircdchk$
^ircdcron/ircd\.cron$
^src/ircd$
^src/include$
^src/version\.c$
^unreal$
^server\.(cert|key|req)\.pem$
# extras archives and builds
^extras/[^/]*\.(bak|tar)$
^extras/[^/]*\d/
^extras/(c-ares|regexp)/
# running unrealircd from the source directory
^ircd\.(log|pid|tune)$
^ssl\.rnd$
# General
\.(o|so|orig|rej)$
~$
(^|/)core(\.\d+)?$
# autotools
^aclocal\.m4$
^autom4te\.cache/
^config\.(status|log)$
# not quite autotools
^config\.settings$
^include/setup\.h$
^Makefile$
^src/modules/Makefile$
View File
-5
View File
@@ -1,5 +0,0 @@
Help out and make UnrealIRCd a better product!
You can do so by reporting issues, testing, programming, documenting,
translating, helping others, and more.
See https://www.unrealircd.org/docs/Contributing
+7
View File
@@ -0,0 +1,7 @@
If you are reading this, then this means you have checked out the Mercurial
repository. The change log is now generated from the Mercurial version
history.
Simply run the following command to generate this 'Changes' file:
./createchangelog
- COMMENT (#4251).
+2532
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File diff suppressed because it is too large Load Diff
+4844
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File diff suppressed because it is too large Load Diff
+765 -577
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File diff suppressed because it is too large Load Diff
+18
View File
@@ -0,0 +1,18 @@
UnrealIRCd is a free program, but we do put a lot of time, effort, and money
into creating and maintaining Unreal. To make it easier for users to show their
appreciation, the Unreal team has decided to accept donations through PayPal. If
you like Unreal, and you'd like to see it continue to exist, please consider making
a donation. We're not asking for anything huge, whatever you can afford is fine.
PayPal Donation Link: http://unrealircd.com/donate.php
If you don't want to use PayPal, or you want to donate something other than money,
contact Syzop (syzop@unrealircd.com).
All those who donate at least a certain minimum amount will have their name
and/or company listed in /CREDITS.
Additionally, all donators will be listed on the website (regardless of the amount).
Please check the website for details.
Thank you for your support,
The UnrealIRCd Team
+23
View File
@@ -0,0 +1,23 @@
**** Remote Includes ****
Setting up UnrealIRCd to work with remote includes is not very difficult. The first step is to
download c-ares. C-ares can be downloaded from <http://daniel.haxx.se/projects/c-ares/>
download the latest version of c-ares and extract the .tar.gz somewhere.
Now, download the latest version of curl, available at <http://curl.haxx.se/download.html>
again, extract the tar.gz somewhere.
Next, go to the Unreal3.2 directory and run the curlinstall script. You run the script
as follows:
./curlinstall ares_path curl_path
Paths should be complete pathnames. If you extracted c-ares to /home/username/c-ares-1.0.0
and curl to /home/username/curl-7.11.0 then you would run:
./curlinstall /home/username/c-ares-1.0.0 /home/username/curl-7.11.0
Lastly, run ./Config. When asked whether to enable remote includes say "yes" and when asked
for the path curl was installed to include the path that is printed out after ./curlinstall
completes. Then simply run make to compile Unreal as usual and remote includes should work
fine.
+102 -118
View File
@@ -20,7 +20,7 @@
#*/
CC=@CC@
INCLUDEDIR=@UNRLINCDIR@
INCLUDEDIR=../include
NETWORKSDIR=
FROMDOS=/home/cmunk/bin/4dos
@@ -34,11 +34,11 @@ FROMDOS=/home/cmunk/bin/4dos
#
#XCFLAGS=-O -g -export-dynamic
IRCDLIBS=@IRCDLIBS@ @PCRE2_LIBS@ @ARGON2_LIBS@ @CARES_LIBS@ @SODIUM_LIBS@ @PTHREAD_LIBS@
IRCDLIBS=@IRCDLIBS@ @TRE_LIBS@ @CARES_LIBS@
CRYPTOLIB=@CRYPTOLIB@
OPENSSLINCLUDES=
XCFLAGS=@PTHREAD_CFLAGS@ @PCRE2_CFLAGS@ @ARGON2_CFLAGS@ @CARES_CFLAGS@ @SODIUM_CFLAGS@ @CFLAGS@ @HARDEN_CFLAGS@ @CPPFLAGS@
XCFLAGS=@TRE_CFLAGS@ @CARES_CFLAGS@ @CFLAGS@
#
# use the following on MIPS:
#CFLAGS= -systype bsd43 -DSYSTYPE_BSD43 -I$(INCLUDEDIR)
@@ -89,14 +89,32 @@ XCFLAGS=@PTHREAD_CFLAGS@ @PCRE2_CFLAGS@ @ARGON2_CFLAGS@ @CARES_CFLAGS@ @SODIUM_C
# you are not defining CMDLINE_CONFIG
IRCDMODE = 711
# [CHANGEME]
# IRCDDIR must be the same as DPATH in include/config.h
#
IRCDDIR=@IRCDDIR@
URL=@URL@
# [CHANGEME]
# If you get a link-time error dealing with strtoul, comment out
# this line.
# STRTOUL= strtoul.o
STRTOUL=@STRTOUL@
# [CHANGEME]
# If you get crashes around a specific number of clients, and that
# client load comes close or a little over the system-defined value of
# FD_SETSIZE, override it here and see what happens. You may override
# the system FD_SETSIZE by setting the FD_SETSIZE Makefile variable to
# -DFD_SETSIZE=<some number>.
FD_SETSIZE=@FD_SETSIZE@
# Where is your openssl binary
OPENSSLPATH=@OPENSSLPATH@
CFLAGS=-I$(INCLUDEDIR) $(XCFLAGS)
XLDFLAGS=@LDFLAGS_PRIVATELIBS@ @HARDEN_LDFLAGS@ @LDFLAGS@
LDFLAGS=$(XLDFLAGS)
CFLAGS=-I$(INCLUDEDIR) $(XCFLAGS) @LDFLAGS@ $(FD_SETSIZE)
SHELL=/bin/sh
SUBDIRS=src
@@ -111,9 +129,9 @@ all: build
MAKEARGS = 'CFLAGS=${CFLAGS}' 'CC=${CC}' 'IRCDLIBS=${IRCDLIBS}' \
'LDFLAGS=${LDFLAGS}' 'IRCDMODE=${IRCDMODE}' \
'RES=${RES}' 'BINDIR=${BINDIR}' 'INSTALL=${INSTALL}' \
'INCLUDEDIR=${INCLUDEDIR}' \
'INCLUDEDIR=${INCLUDEDIR}' 'IRCDDIR=${IRCDDIR}' \
'RM=${RM}' 'CP=${CP}' 'TOUCH=${TOUCH}' \
'SHELL=${SHELL}' \
'SHELL=${SHELL}' 'STRTOUL=${STRTOUL}' \
'CRYPTOLIB=${CRYPTOLIB}' \
'CRYPTOINCLUDES=${CRYPTOINCLUDES}' \
'URL=${URL}'
@@ -133,10 +151,19 @@ build: Makefile
echo "Building $$i";\
( cd $$i; ${MAKE} ${MAKEARGS} build; ) \
done
@echo ''
@echo '* UnrealIRCd compiled successfully'
@echo '* YOU ARE NOT DONE YET! Run "make install" to install UnrealIRCd !'
@echo ''
@echo ' __________________________________________________ '
@echo '| Compile is now complete. |'
@echo '| You should now read the documentation and learn |'
@echo '| how to configure your IRCd. |'
@echo '| |'
@echo '| If you really like UnrealIRCd, and would like to |'
@echo '| make a donation, please read the Donation file in|'
@echo '| this archive. :) |'
@echo '| |'
@echo '| Thanks for using Unreal IRCd! If you are in need |'
@echo '| for any kind of help regarding the IRCd please |'
@echo '| read the Unreal.nfo file. |'
@echo '|__________________________________________________|'
clean:
$(RM) -f *~ \#* core *.orig include/*.orig
@@ -151,12 +178,26 @@ clean:
cleandir: clean
rm -rf include/setup.h Makefile Settings
distclean: cleandir
rm -rf extras/*.bak extras/*.tar extras/c-ares
rm -rf extras/c-ares-* extras/tre-*
rm -rf config.log config.settings *.pem ircd.* unrealircd
rm -rf Makefile config.status
makex:
chmod +x Config newnet ircd ircdcron/ircdchk killircd
chmod +x rehash ircdreg
fromdos: cleandir
$(FROMDOS) -dv *
$(FROMDOS) -dv src/*
$(FROMDOS) -dv include/*
$(FROMDOS) -dv doc/*
$(FROMDOS) -dv crypt/*
$(FROMDOS) -dv ircdcron/*
makedist: makex
echo "Stamping.."
stamp: makedist
echo "/* Auto created release stamping */" > include/stamp.h
echo "#define RELEASEID2 \"`date +%s`\"" >> include/stamp.h
echo "#define RELEASESTUFF \"`hostname`\"" >> include/stamp.h
echo "" >> include/stamp.h
depend:
@+for i in $(SUBDIRS); do \
echo "Making dependencies in $$i";\
@@ -164,113 +205,56 @@ depend:
done
install: all
$(INSTALL) -m 0700 -d $(DESTDIR)@BINDIR@
$(INSTALL) -m 0700 src/ircd $(DESTDIR)@BINDIR@/unrealircd
$(INSTALL) -m 0700 extras/unrealircd-upgrade-script $(DESTDIR)@BINDIR@/unrealircd-upgrade-script
$(INSTALL) -m 0700 -d $(DESTDIR)@DOCDIR@
$(INSTALL) -m 0600 doc/Authors doc/coding-guidelines doc/tao.of.irc doc/KEYS doc/RELEASE-NOTES.md $(DESTDIR)@DOCDIR@
$(INSTALL) -m 0700 -d $(DESTDIR)@CONFDIR@
$(INSTALL) -m 0600 doc/conf/*.default.conf $(DESTDIR)@CONFDIR@
$(INSTALL) -m 0600 doc/conf/*.optional.conf $(DESTDIR)@CONFDIR@
-@if [ ! -f "$(DESTDIR)@CONFDIR@/modules.sources.list" ] ; then \
$(INSTALL) -m 0600 doc/conf/modules.sources.list $(DESTDIR)@CONFDIR@ ; \
$(INSTALL) -m 0700 -d $(IRCDDIR)
$(INSTALL) -m 0700 src/ircd $(BINDIR) 2>/dev/null || { $(INSTALL) -m 0700 -d "$$(dirname '$(BINDIR)')"; $(INSTALL) -m 0700 src/ircd $(BINDIR); }
$(INSTALL) -m 0700 -d $(IRCDDIR)/doc
$(INSTALL) -m 0600 doc/Authors doc/example.conf doc/coding-guidelines doc/tao.of.irc doc/unreal32docs.html $(IRCDDIR)/doc
$(INSTALL) -m 0700 -d $(IRCDDIR)/aliases
$(INSTALL) -m 0600 aliases/*.conf $(IRCDDIR)/aliases
$(TOUCH) $(IRCDDIR)/unrealircd.conf
chmod 0600 $(IRCDDIR)/unrealircd.conf
$(INSTALL) -m 0600 spamfilter.conf dccallow.conf $(IRCDDIR)
$(INSTALL) -m 0600 badwords.*.conf help.conf LICENSE Donation $(IRCDDIR)
$(INSTALL) -m 0700 unreal $(IRCDDIR)
$(INSTALL) -m 0700 -d $(IRCDDIR)/modules
$(INSTALL) -m 0700 src/modules/*.so $(IRCDDIR)/modules
$(INSTALL) -m 0700 -d $(IRCDDIR)/ircdcron
$(INSTALL) -m 0600 ircdcron/ircd.cron $(IRCDDIR)/ircdcron
$(INSTALL) -m 0700 ircdcron/ircdchk $(IRCDDIR)/ircdcron
-@if [ ! -f "$(IRCDDIR)/curl-ca-bundle.crt" ] ; then \
$(INSTALL) -m 0700 curl-ca-bundle.crt $(IRCDDIR) ; \
fi
-@if [ ! -f "$(DESTDIR)@CONFDIR@/spamfilter.conf" ] ; then \
$(INSTALL) -m 0600 doc/conf/spamfilter.conf $(DESTDIR)@CONFDIR@ ; \
fi
-@extras/patches/patch_spamfilter_conf "$(DESTDIR)@CONFDIR@"
-@if [ ! -f "$(DESTDIR)@CONFDIR@/badwords.conf" ] ; then \
$(INSTALL) -m 0600 doc/conf/badwords.conf $(DESTDIR)@CONFDIR@ ; \
fi
-@if [ ! -f "$(DESTDIR)@CONFDIR@/dccallow.conf" ] ; then \
$(INSTALL) -m 0600 doc/conf/dccallow.conf $(DESTDIR)@CONFDIR@ ; \
fi
$(INSTALL) -m 0700 -d $(DESTDIR)@CONFDIR@/aliases
$(INSTALL) -m 0600 doc/conf/aliases/*.conf $(DESTDIR)@CONFDIR@/aliases
$(INSTALL) -m 0700 -d $(DESTDIR)@CONFDIR@/help
$(INSTALL) -m 0600 doc/conf/help/*.conf $(DESTDIR)@CONFDIR@/help
$(INSTALL) -m 0700 -d $(DESTDIR)@CONFDIR@/examples
$(INSTALL) -m 0600 doc/conf/examples/*.conf $(DESTDIR)@CONFDIR@/examples
$(INSTALL) -m 0700 unrealircd $(DESTDIR)@SCRIPTDIR@
$(INSTALL) -m 0700 -d $(DESTDIR)@MODULESDIR@
@rm -f $(DESTDIR)@MODULESDIR@/*.so 1>/dev/null 2>&1
$(INSTALL) -m 0700 src/modules/*.so $(DESTDIR)@MODULESDIR@
$(INSTALL) -m 0700 -d $(DESTDIR)@MODULESDIR@/usermodes
@rm -f $(DESTDIR)@MODULESDIR@/usermodes/*.so 1>/dev/null 2>&1
$(INSTALL) -m 0700 src/modules/usermodes/*.so $(DESTDIR)@MODULESDIR@/usermodes
$(INSTALL) -m 0700 -d $(DESTDIR)@MODULESDIR@/chanmodes
@rm -f $(DESTDIR)@MODULESDIR@/chanmodes/*.so 1>/dev/null 2>&1
$(INSTALL) -m 0700 src/modules/chanmodes/*.so $(DESTDIR)@MODULESDIR@/chanmodes
$(INSTALL) -m 0700 -d $(DESTDIR)@MODULESDIR@/snomasks
@rm -f $(DESTDIR)@MODULESDIR@/snomasks/*.so 1>/dev/null 2>&1
$(INSTALL) -m 0700 src/modules/snomasks/*.so $(DESTDIR)@MODULESDIR@/snomasks
$(INSTALL) -m 0700 -d $(DESTDIR)@MODULESDIR@/extbans
@rm -f $(DESTDIR)@MODULESDIR@/extbans/*.so 1>/dev/null 2>&1
$(INSTALL) -m 0700 src/modules/extbans/*.so $(DESTDIR)@MODULESDIR@/extbans
@#If the conf/ssl directory exists then rename it here to conf/tls
@#and add a symlink for backwards compatibility (so that f.e. certbot
@#doesn't randomly fail after an upgrade to U5).
-@if [ -d "$(DESTDIR)@CONFDIR@/ssl" ] ; then \
mv "$(DESTDIR)@CONFDIR@/ssl" "$(DESTDIR)@CONFDIR@/tls" ; \
ln -s "$(DESTDIR)@CONFDIR@/tls" "$(DESTDIR)@CONFDIR@/ssl" ; \
fi
$(INSTALL) -m 0700 -d $(DESTDIR)@CONFDIR@/tls
$(INSTALL) -m 0600 doc/conf/tls/curl-ca-bundle.crt $(DESTDIR)@CONFDIR@/tls
@# delete modules/cap directory, to avoid confusing with U4 to U5 upgrades:
rm -rf $(DESTDIR)@MODULESDIR@/cap
$(INSTALL) -m 0700 -d $(DESTDIR)@MODULESDIR@/third
@rm -f $(DESTDIR)@MODULESDIR@/third/*.so 1>/dev/null 2>&1
@#This step can fail with zero files, so we ignore exit status:
-$(INSTALL) -m 0700 src/modules/third/*.so $(DESTDIR)@MODULESDIR@/third
$(INSTALL) -m 0700 -d $(DESTDIR)@TMPDIR@
$(INSTALL) -m 0700 -d $(DESTDIR)@CACHEDIR@
$(INSTALL) -m 0700 -d $(DESTDIR)@PERMDATADIR@
$(INSTALL) -m 0700 -d $(DESTDIR)@LOGDIR@
-@if [ ! -f "$(DESTDIR)@CONFDIR@/tls/server.cert.pem" ] ; then \
$(INSTALL) -m 0600 server.req.pem $(DESTDIR)@CONFDIR@/tls ; \
$(INSTALL) -m 0600 server.key.pem $(DESTDIR)@CONFDIR@/tls ; \
$(INSTALL) -m 0600 server.cert.pem $(DESTDIR)@CONFDIR@/tls ; \
fi
@rm -f $(DESTDIR)@SCRIPTDIR@/source
ln -s @BUILDDIR@ $(DESTDIR)@SCRIPTDIR@/source
@echo ''
@echo '* UnrealIRCd is now installed.'
-@if [ "@SCRIPTDIR@/bin" = "@BINDIR@" ] ; then \
echo '* Leave this directory and run "cd @SCRIPTDIR@" now' ; \
fi
@echo '* Directory layout:'
-@if [ "@SCRIPTDIR@/bin" = "@BINDIR@" ] ; then \
echo ' * Base directory: @SCRIPTDIR@' ; \
fi
@echo ' * Configuration files: @CONFDIR@'
@echo ' * Log files: @LOGDIR@'
@echo ' * Modules: @MODULESDIR@'
@echo '* To start/stop UnrealIRCd run: @SCRIPTDIR@/unrealircd"'
@echo ''
@echo '* Consult the documentation online at:'
@echo ' * https://www.unrealircd.org/docs/'
@echo ' * https://www.unrealircd.org/docs/FAQ'
@echo '* You may also wish to install a cron job to ensure UnrealIRCd is always running:'
@echo ' * https://www.unrealircd.org/docs/Cron_job'
@echo ''
-@if [ "@SCRIPTDIR@/bin" = "@BINDIR@" ] ; then \
echo 'Again, be sure to change to the @SCRIPTDIR@ directory!' ; \
-@if [ server.cert.pem -nt "$(IRCDDIR)/server.cert.pem" ] ; then \
$(INSTALL) -m 0600 server.req.pem $(IRCDDIR) ; \
$(INSTALL) -m 0600 server.key.pem $(IRCDDIR) ; \
$(INSTALL) -m 0600 server.cert.pem $(IRCDDIR) ; \
fi
pem: extras/tls.cnf
@echo "Generating server key..."
$(OPENSSLPATH) ecparam -out server.key.pem -name secp384r1 -genkey
@echo "Generating certificate request..."
pem: src/ssl.cnf
@echo "Generating certificate request .. "
$(OPENSSLPATH) req -new \
-config extras/tls.cnf -sha256 -out server.req.pem \
-key server.key.pem -nodes
@echo "Generating self-signed certificate..."
$(OPENSSLPATH) req -x509 -days 3650 -sha256 -nodes -in server.req.pem \
-config src/ssl.cnf -sha256 -out server.req.pem \
-keyout server.key.pem -nodes
@echo "Generating self-signed certificate .. "
$(OPENSSLPATH) req -x509 -days 3650 -sha256 -in server.req.pem \
-key server.key.pem -out server.cert.pem
@echo "Setting permissions on server.*.pem files..."
@echo "Generating fingerprint .."
$(OPENSSLPATH) x509 -subject -dates -sha256 -fingerprint -noout \
-in server.cert.pem
@echo "Setting o-rwx & g-rwx for files... "
chmod o-rwx server.req.pem server.key.pem server.cert.pem
chmod g-rwx server.req.pem server.key.pem server.cert.pem
@echo "Done!. If you want to encrypt the private key, run"
@echo "make encpem"
encpem: server.key.pem
@echo "Encrypting server key .."
$(OPENSSLPATH) rsa -in server.key.pem -out server.key.c.pem -des3
-@if [ -f server.key.c.pem ] ; then \
echo "Replacing unencrypted with encrypted .." ; \
cp server.key.c.pem server.key.pem ; \
rm -f server.key.c.pem ; \
fi
Makefile: config.status Makefile.in
./config.status
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+24
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@@ -0,0 +1,24 @@
==[ COMPILING ]==
To build the ircd, run:
./Config
make
If you specified an alternative location during ./Config you also need
to run "make install".
==[ MAKING A CONFIG FILE ]==
If you are new, then you need to create your own configfile:
copy doc/example.conf to your main UnrealIRCd directory and call
it unrealircd.conf .
Then open it in an editor and carefully modify it, consult the docs
(doc/unreal32docs.html, or online: www.unrealircd.com/unreal32docs.html)
for more information about every block/setting.
Common problems are explained in the FAQ, which is located at:
http://www.vulnscan.org/UnrealIrcd/faq/ .
==[ BOOTING YOUR IRCD ]==
Just type: ./unreal start
Note that after booting the errors are usually logged to ircd.log,
so check that file if you have any problems.
Again, check the FAQ (and docs) if you have any boot problems.
-58
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@@ -1,58 +0,0 @@
[![Twitter Follow](https://img.shields.io/twitter/follow/Unreal_IRCd.svg?style=social&label=Follow)](https://twitter.com/Unreal_IRCd)
## About UnrealIRCd
UnrealIRCd is an Open Source IRC Server, serving thousands of networks since 1999.
It runs on Linux, OS X and Windows and is currently the most widely deployed IRCd
with a market share of 42%. UnrealIRCd is a highly advanced IRCd with a strong
focus on modularity, an advanced and highly configurable configuration file.
Key features include SSL/TLS, cloaking, its advanced anti-flood and anti-spam systems,
swear filtering and module support. We are also particularly proud on our extensive
online documentation.
## How to get started
Please consult our excellent online documentation at https://www.unrealircd.org/docs/
when setting up the IRCd!
### Step 1: Installation
#### Windows
Simply download the UnrealIRCd Windows version from www.unrealircd.org
Alternatively you can compile UnrealIRCd for Windows yourself. However this is not straightforward and thus not recommended.
#### *BSD/Linux/macOS
Do the following steps under a separate account for running UnrealIRCd,
[do NOT compile or run as root](https://www.unrealircd.org/docs/Do_not_run_as_root).
### Step 1: Compile the IRCd
* Run `./Config`
* Run `make`
* Run `make install`
* Now change to the directory where you installed UnrealIRCd, e.g. `cd /home/xxxx/unrealircd`
### Step 2: Configuration
Configuration files are stored in the conf/ folder by default (eg: /home/xxxx/unrealircd/conf)
#### Create a configuration file
If you are new, then you need to create your own configuration file:
Copy conf/examples/example.conf to conf/ and call it unrealircd.conf.
Then open it in an editor and carefully modify it using the documentation and FAQ as a guide (see below).
### Step 3: Booting
#### Linux/*BSD/macOS
Run `./unrealircd start` in the directory where you installed UnrealIRCd.
#### Windows
Start -> All Programs -> UnrealIRCd -> UnrealIRCd
## Documentation & FAQ
You can find the **documentation** online at: https://www.unrealircd.org/docs/
We also have a good **FAQ**: https://www.unrealircd.org/docs/FAQ
## Website, support, and other links ##
* https://www.unrealircd.org - Our main website
* https://forums.unrealircd.org - Support
* https://bugs.unrealircd.org - Bug tracker
* ircs://irc.unrealircd.org:6697/unreal-support - IRC support
-22
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@@ -1,22 +0,0 @@
# Security Policy
## Supported Versions
* The latest *stable* release of the 5.x branch (until 2023-07-01)
* The latest *stable* release of the 6.x branch
See [UnrealIRCd releases](https://www.unrealircd.org/docs/UnrealIRCd_releases) for information on older versions and End Of Life dates.
## Reporting a Vulnerability
Please report issues on the [bug tracker](https://bugs.unrealircd.org) and in the bug submit form **set the 'View Status' to 'private'**.
Do not report security issues on the forums or in a public IRC channel such as #unreal-support.
If you insist on e-mail then you can use syzop@unrealircd.org or security@unrealircd.org. Again, the bug tracker is preferred.
If you are *unsure* if something is a security issue, then report it at the bug tracker as a 'private' bug anyway. Better safe than sorry.
Do not ask around in public channels or forums.
You should get a response or at least an acknowledgement soon. If you don't hear back within 24 hours, then please try to contact us again.
## Full policy
See https://www.unrealircd.org/docs/Policy:_Handling_of_security_issues for full information.
+77
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@@ -0,0 +1,77 @@
===============================================
= UnrealIRCd v3.2.10.7 =
===============================================
This release was brought to you by:
Head coder:
============
* Syzop
Coders:
========
* binki
Contributors:
=============
* Heero
* nenolod
* Adam
* warg
* Stealth
* WolfSage
* katsklaw
* darkex
* fspijkerman
* fbi
* Apocalypse
Previous coders:
================
* Stskeeps
* codemastr
* Many more..
Internet Presence:
* http://www.unrealircd.com/
UnrealIRCd Bugtracker (Where to report bugs, make suggestions, and submit patches)
===================================================================================
http://bugs.unrealircd.org/
To get support
================
Before asking others for help you MUST:
* read the docs (doc/unreal32docs.html or online: http://unrealircd.com/unreal32docs.html)
* check the FAQ (http://vulnscan.org/UnrealIrcd/faq/)
Means of support:
* IRC: /server irc.unrealircd.com 6667 - /join #unreal-support
[Note: Follow the bot's instructions in order to get voice.
Please be patient after asking questions, we may be busy
or we're away. Don't repeat questions, we will have heard
you first time.
READ THE TOPIC before you ask anything. We give support
on a free basis. We are volunteering to help you, but we
are humans like you. We sometimes just need some peace.]
* Forum: http://forums.unrealircd.com/
Development version
====================
To access the latest development version of UnrealIRCd you need to use mercurial (hg).
Note that because you are accessing a development version it may not compile, the
server may crash, or other problems can occur since the code is likely to be only
lightly tested (or not at all). On the other hand, using the development version may
help you to get rid of that single nasty bug that is haunting you, plus if you test
it and give us feedback (report bugs) then you actually help us with developing Unreal.
The command to grab the development version is:
hg clone http://hg.unrealircd.org/unreal
If you get something like 'hg: command not found' then you need to install mercurial.
Most *NIX systems have such a 'mercurial' package, but if you don't, or you are on
Windows or Mac OS X, then see http://mercurial.selenic.com/
Want to discuss, chat, etc?
=============================
* IRC: /server irc.unrealircd.com 6667 - /join #chat
(NOT for support! If you want support then use #unreal-support instead!)
@@ -5,39 +5,39 @@ alias identify {
target chanserv;
type services;
parameters "IDENTIFY %1-";
}
};
format "^[^#]" {
target nickserv;
type services;
parameters "IDENTIFY %1-";
}
};
type command;
}
};
alias services {
format "^#" {
target chanserv;
type services;
parameters "%1-";
}
};
format "^[^#]" {
target nickserv;
type services;
parameters "%1-";
}
};
type command;
}
};
alias register {
format "^#" {
target chanserv;
type services;
parameters "REGISTER %1-";
}
};
format "^[^#]" {
target nickserv;
type services;
parameters "REGISTER %1-";
}
};
type command;
}
};
+18
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@@ -0,0 +1,18 @@
/* Anope Aliases */
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias operserv { type services; };
alias os { target operserv; type services; };
alias helpserv { type services; };
alias botserv { type services; };
alias bs { target botserv; type services; };
alias hostserv { type services; };
alias hs { target hostserv; type services; };
include "aliases/aliases.conf";
+26
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@@ -0,0 +1,26 @@
/* Atheme Aliases */
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias operserv { type services; };
alias os { target operserv; type services; };
alias helpserv { type services; };
alias botserv { type services; };
alias bs { target botserv; type services; };
alias hostserv { type services; };
alias hs { target hostserv; type services; };
alias saslserv { type services; };
alias sss { target saslserv; type services; };
alias gameserv { type services; };
alias gms { target gameserv; type services; };
alias groupserv { type services; };
alias grs { target groupserv; type services; };
alias alis { type services; };
alias ls { target alis; type services; };
include "aliases/aliases.conf";
+33
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@@ -0,0 +1,33 @@
/* Auspice Aliases */
/* Uncomment this, if you have enabled "MassServ, W and X" in auspice */
# alias massserv { type services; };
# alias ma { target massserv; type services; };
# alias W { type services; };
# alias X { type services; };
/* Uncomment this, if you have enabled "WebServ" in auspice */
# alias webserv { type services; };
# alias ws { target webserv; type services; };
alias agent { type services; };
alias adminserv { type services; };
alias as { target adminserv; type services; };
alias botserv { type services; };
alias bs { target botserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias helpserv { type services; };
alias hs { target helpserv; type services; };
alias hostserv { type services; };
alias ho { target hostserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias operserv { type services; };
alias os { target operserv; type services; };
alias rootserv { type services; };
alias rs { target rootserv; type services; };
include "aliases/aliases.conf";
+12
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@@ -0,0 +1,12 @@
/* Cygnus Aliases */
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias rootserv { type services; };
alias rs { target rootserv; type services; };
include "aliases/aliases.conf";
+16
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@@ -0,0 +1,16 @@
/* Epona Aliases */
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias operserv { type services; };
alias os { target operserv; type services; };
alias helpserv { type services; };
alias hs { target helpserv; type services; };
alias botserv { type services; };
alias bs { target botserv; type services; };
include "aliases/aliases.conf";
+14
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@@ -0,0 +1,14 @@
/* Generic Aliases */
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias operserv { type services; };
alias os { target operserv; type services; };
alias helpserv { type services; };
alias hs { target helpserv; type services; };
include "aliases/aliases.conf";
+4
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@@ -0,0 +1,4 @@
/* Generic StatServ Aliases */
alias statserv { type stats; };
alias ss { target statserv; type stats; };
+17
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@@ -0,0 +1,17 @@
/* IRCServices Aliases */
alias nickserv { type services; };
alias ns { target nickserv; type services; };
alias chanserv { type services; };
alias cs { target chanserv; type services; };
alias memoserv { type services; spamfilter yes; };
alias ms { target memoserv; type services; spamfilter yes; };
alias operserv { type services; };
alias os { target operserv; type services; };
alias helpserv { type services; };
alias hs { target helpserv; type services; };
alias irciihelp { type services; };
alias statserv { type services; };
alias ss { target statserv; type services; };
include "aliases/aliases.conf";
+6
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@@ -0,0 +1,6 @@
/* OperStats Aliases */
alias operserv { type stats; };
alias os { target operserv; type stats; };
alias statserv { type stats; };
alias ss { target statserv; type stats; };
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# ===========================================================================
# http://www.gnu.org/software/autoconf-archive/ax_check_compile_flag.html
# ===========================================================================
#
# SYNOPSIS
#
# AX_CHECK_COMPILE_FLAG(FLAG, [ACTION-SUCCESS], [ACTION-FAILURE], [EXTRA-FLAGS])
#
# DESCRIPTION
#
# Check whether the given FLAG works with the current language's compiler
# or gives an error. (Warnings, however, are ignored)
#
# ACTION-SUCCESS/ACTION-FAILURE are shell commands to execute on
# success/failure.
#
# If EXTRA-FLAGS is defined, it is added to the current language's default
# flags (e.g. CFLAGS) when the check is done. The check is thus made with
# the flags: "CFLAGS EXTRA-FLAGS FLAG". This can for example be used to
# force the compiler to issue an error when a bad flag is given.
#
# NOTE: Implementation based on AX_CFLAGS_GCC_OPTION. Please keep this
# macro in sync with AX_CHECK_{PREPROC,LINK}_FLAG.
#
# LICENSE
#
# Copyright (c) 2008 Guido U. Draheim <guidod@gmx.de>
# Copyright (c) 2011 Maarten Bosmans <mkbosmans@gmail.com>
#
# This program is free software: you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by the
# Free Software Foundation, either version 3 of the License, or (at your
# option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with this program. If not, see <http://www.gnu.org/licenses/>.
#
# As a special exception, the respective Autoconf Macro's copyright owner
# gives unlimited permission to copy, distribute and modify the configure
# scripts that are the output of Autoconf when processing the Macro. You
# need not follow the terms of the GNU General Public License when using
# or distributing such scripts, even though portions of the text of the
# Macro appear in them. The GNU General Public License (GPL) does govern
# all other use of the material that constitutes the Autoconf Macro.
#
# This special exception to the GPL applies to versions of the Autoconf
# Macro released by the Autoconf Archive. When you make and distribute a
# modified version of the Autoconf Macro, you may extend this special
# exception to the GPL to apply to your modified version as well.
#serial 2
AC_DEFUN([AX_CHECK_COMPILE_FLAG],
[AC_PREREQ(2.59)dnl for _AC_LANG_PREFIX
AS_VAR_PUSHDEF([CACHEVAR],[ax_cv_check_[]_AC_LANG_ABBREV[]flags_$4_$1])dnl
AC_CACHE_CHECK([whether _AC_LANG compiler accepts $1], CACHEVAR, [
ax_check_save_flags=$[]_AC_LANG_PREFIX[]FLAGS
_AC_LANG_PREFIX[]FLAGS="$[]_AC_LANG_PREFIX[]FLAGS $4 $1"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM()],
[AS_VAR_SET(CACHEVAR,[yes])],
[AS_VAR_SET(CACHEVAR,[no])])
_AC_LANG_PREFIX[]FLAGS=$ax_check_save_flags])
AS_IF([test x"AS_VAR_GET(CACHEVAR)" = xyes],
[m4_default([$2], :)],
[m4_default([$3], :)])
AS_VAR_POPDEF([CACHEVAR])dnl
])dnl AX_CHECK_COMPILE_FLAGS
-71
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@@ -1,71 +0,0 @@
# ===========================================================================
# http://www.gnu.org/software/autoconf-archive/ax_check_link_flag.html
# ===========================================================================
#
# SYNOPSIS
#
# AX_CHECK_LINK_FLAG(FLAG, [ACTION-SUCCESS], [ACTION-FAILURE], [EXTRA-FLAGS])
#
# DESCRIPTION
#
# Check whether the given FLAG works with the linker or gives an error.
# (Warnings, however, are ignored)
#
# ACTION-SUCCESS/ACTION-FAILURE are shell commands to execute on
# success/failure.
#
# If EXTRA-FLAGS is defined, it is added to the linker's default flags
# when the check is done. The check is thus made with the flags: "LDFLAGS
# EXTRA-FLAGS FLAG". This can for example be used to force the linker to
# issue an error when a bad flag is given.
#
# NOTE: Implementation based on AX_CFLAGS_GCC_OPTION. Please keep this
# macro in sync with AX_CHECK_{PREPROC,COMPILE}_FLAG.
#
# LICENSE
#
# Copyright (c) 2008 Guido U. Draheim <guidod@gmx.de>
# Copyright (c) 2011 Maarten Bosmans <mkbosmans@gmail.com>
#
# This program is free software: you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by the
# Free Software Foundation, either version 3 of the License, or (at your
# option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with this program. If not, see <http://www.gnu.org/licenses/>.
#
# As a special exception, the respective Autoconf Macro's copyright owner
# gives unlimited permission to copy, distribute and modify the configure
# scripts that are the output of Autoconf when processing the Macro. You
# need not follow the terms of the GNU General Public License when using
# or distributing such scripts, even though portions of the text of the
# Macro appear in them. The GNU General Public License (GPL) does govern
# all other use of the material that constitutes the Autoconf Macro.
#
# This special exception to the GPL applies to versions of the Autoconf
# Macro released by the Autoconf Archive. When you make and distribute a
# modified version of the Autoconf Macro, you may extend this special
# exception to the GPL to apply to your modified version as well.
#serial 2
AC_DEFUN([AX_CHECK_LINK_FLAG],
[AS_VAR_PUSHDEF([CACHEVAR],[ax_cv_check_ldflags_$4_$1])dnl
AC_CACHE_CHECK([whether the linker accepts $1], CACHEVAR, [
ax_check_save_flags=$LDFLAGS
LDFLAGS="$LDFLAGS $4 $1"
AC_LINK_IFELSE([AC_LANG_PROGRAM()],
[AS_VAR_SET(CACHEVAR,[yes])],
[AS_VAR_SET(CACHEVAR,[no])])
LDFLAGS=$ax_check_save_flags])
AS_IF([test x"AS_VAR_GET(CACHEVAR)" = xyes],
[m4_default([$2], :)],
[m4_default([$3], :)])
AS_VAR_POPDEF([CACHEVAR])dnl
])dnl AX_CHECK_LINK_FLAGS
-332
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@@ -1,332 +0,0 @@
# ===========================================================================
# http://www.gnu.org/software/autoconf-archive/ax_pthread.html
# ===========================================================================
#
# SYNOPSIS
#
# AX_PTHREAD([ACTION-IF-FOUND[, ACTION-IF-NOT-FOUND]])
#
# DESCRIPTION
#
# This macro figures out how to build C programs using POSIX threads. It
# sets the PTHREAD_LIBS output variable to the threads library and linker
# flags, and the PTHREAD_CFLAGS output variable to any special C compiler
# flags that are needed. (The user can also force certain compiler
# flags/libs to be tested by setting these environment variables.)
#
# Also sets PTHREAD_CC to any special C compiler that is needed for
# multi-threaded programs (defaults to the value of CC otherwise). (This
# is necessary on AIX to use the special cc_r compiler alias.)
#
# NOTE: You are assumed to not only compile your program with these flags,
# but also link it with them as well. e.g. you should link with
# $PTHREAD_CC $CFLAGS $PTHREAD_CFLAGS $LDFLAGS ... $PTHREAD_LIBS $LIBS
#
# If you are only building threads programs, you may wish to use these
# variables in your default LIBS, CFLAGS, and CC:
#
# LIBS="$PTHREAD_LIBS $LIBS"
# CFLAGS="$CFLAGS $PTHREAD_CFLAGS"
# CC="$PTHREAD_CC"
#
# In addition, if the PTHREAD_CREATE_JOINABLE thread-attribute constant
# has a nonstandard name, defines PTHREAD_CREATE_JOINABLE to that name
# (e.g. PTHREAD_CREATE_UNDETACHED on AIX).
#
# Also HAVE_PTHREAD_PRIO_INHERIT is defined if pthread is found and the
# PTHREAD_PRIO_INHERIT symbol is defined when compiling with
# PTHREAD_CFLAGS.
#
# ACTION-IF-FOUND is a list of shell commands to run if a threads library
# is found, and ACTION-IF-NOT-FOUND is a list of commands to run it if it
# is not found. If ACTION-IF-FOUND is not specified, the default action
# will define HAVE_PTHREAD.
#
# Please let the authors know if this macro fails on any platform, or if
# you have any other suggestions or comments. This macro was based on work
# by SGJ on autoconf scripts for FFTW (http://www.fftw.org/) (with help
# from M. Frigo), as well as ac_pthread and hb_pthread macros posted by
# Alejandro Forero Cuervo to the autoconf macro repository. We are also
# grateful for the helpful feedback of numerous users.
#
# Updated for Autoconf 2.68 by Daniel Richard G.
#
# LICENSE
#
# Copyright (c) 2008 Steven G. Johnson <stevenj@alum.mit.edu>
# Copyright (c) 2011 Daniel Richard G. <skunk@iSKUNK.ORG>
#
# This program is free software: you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by the
# Free Software Foundation, either version 3 of the License, or (at your
# option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with this program. If not, see <http://www.gnu.org/licenses/>.
#
# As a special exception, the respective Autoconf Macro's copyright owner
# gives unlimited permission to copy, distribute and modify the configure
# scripts that are the output of Autoconf when processing the Macro. You
# need not follow the terms of the GNU General Public License when using
# or distributing such scripts, even though portions of the text of the
# Macro appear in them. The GNU General Public License (GPL) does govern
# all other use of the material that constitutes the Autoconf Macro.
#
# This special exception to the GPL applies to versions of the Autoconf
# Macro released by the Autoconf Archive. When you make and distribute a
# modified version of the Autoconf Macro, you may extend this special
# exception to the GPL to apply to your modified version as well.
#serial 21
AU_ALIAS([ACX_PTHREAD], [AX_PTHREAD])
AC_DEFUN([AX_PTHREAD], [
AC_REQUIRE([AC_CANONICAL_HOST])
AC_LANG_PUSH([C])
ax_pthread_ok=no
# We used to check for pthread.h first, but this fails if pthread.h
# requires special compiler flags (e.g. on True64 or Sequent).
# It gets checked for in the link test anyway.
# First of all, check if the user has set any of the PTHREAD_LIBS,
# etcetera environment variables, and if threads linking works using
# them:
if test x"$PTHREAD_LIBS$PTHREAD_CFLAGS" != x; then
save_CFLAGS="$CFLAGS"
CFLAGS="$CFLAGS $PTHREAD_CFLAGS"
save_LIBS="$LIBS"
LIBS="$PTHREAD_LIBS $LIBS"
AC_MSG_CHECKING([for pthread_join in LIBS=$PTHREAD_LIBS with CFLAGS=$PTHREAD_CFLAGS])
AC_TRY_LINK_FUNC([pthread_join], [ax_pthread_ok=yes])
AC_MSG_RESULT([$ax_pthread_ok])
if test x"$ax_pthread_ok" = xno; then
PTHREAD_LIBS=""
PTHREAD_CFLAGS=""
fi
LIBS="$save_LIBS"
CFLAGS="$save_CFLAGS"
fi
# We must check for the threads library under a number of different
# names; the ordering is very important because some systems
# (e.g. DEC) have both -lpthread and -lpthreads, where one of the
# libraries is broken (non-POSIX).
# Create a list of thread flags to try. Items starting with a "-" are
# C compiler flags, and other items are library names, except for "none"
# which indicates that we try without any flags at all, and "pthread-config"
# which is a program returning the flags for the Pth emulation library.
ax_pthread_flags="pthreads none -Kthread -kthread lthread -pthread -pthreads -mthreads pthread --thread-safe -mt pthread-config"
# The ordering *is* (sometimes) important. Some notes on the
# individual items follow:
# pthreads: AIX (must check this before -lpthread)
# none: in case threads are in libc; should be tried before -Kthread and
# other compiler flags to prevent continual compiler warnings
# -Kthread: Sequent (threads in libc, but -Kthread needed for pthread.h)
# -kthread: FreeBSD kernel threads (preferred to -pthread since SMP-able)
# lthread: LinuxThreads port on FreeBSD (also preferred to -pthread)
# -pthread: Linux/gcc (kernel threads), BSD/gcc (userland threads)
# -pthreads: Solaris/gcc
# -mthreads: Mingw32/gcc, Lynx/gcc
# -mt: Sun Workshop C (may only link SunOS threads [-lthread], but it
# doesn't hurt to check since this sometimes defines pthreads too;
# also defines -D_REENTRANT)
# ... -mt is also the pthreads flag for HP/aCC
# pthread: Linux, etcetera
# --thread-safe: KAI C++
# pthread-config: use pthread-config program (for GNU Pth library)
case ${host_os} in
solaris*)
# On Solaris (at least, for some versions), libc contains stubbed
# (non-functional) versions of the pthreads routines, so link-based
# tests will erroneously succeed. (We need to link with -pthreads/-mt/
# -lpthread.) (The stubs are missing pthread_cleanup_push, or rather
# a function called by this macro, so we could check for that, but
# who knows whether they'll stub that too in a future libc.) So,
# we'll just look for -pthreads and -lpthread first:
ax_pthread_flags="-pthreads pthread -mt -pthread $ax_pthread_flags"
;;
darwin*)
ax_pthread_flags="-pthread $ax_pthread_flags"
;;
esac
# Clang doesn't consider unrecognized options an error unless we specify
# -Werror. We throw in some extra Clang-specific options to ensure that
# this doesn't happen for GCC, which also accepts -Werror.
AC_MSG_CHECKING([if compiler needs -Werror to reject unknown flags])
save_CFLAGS="$CFLAGS"
ax_pthread_extra_flags="-Werror"
CFLAGS="$CFLAGS $ax_pthread_extra_flags -Wunknown-warning-option -Wsizeof-array-argument"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([int foo(void);],[foo()])],
[AC_MSG_RESULT([yes])],
[ax_pthread_extra_flags=
AC_MSG_RESULT([no])])
CFLAGS="$save_CFLAGS"
if test x"$ax_pthread_ok" = xno; then
for flag in $ax_pthread_flags; do
case $flag in
none)
AC_MSG_CHECKING([whether pthreads work without any flags])
;;
-*)
AC_MSG_CHECKING([whether pthreads work with $flag])
PTHREAD_CFLAGS="$flag"
;;
pthread-config)
AC_CHECK_PROG([ax_pthread_config], [pthread-config], [yes], [no])
if test x"$ax_pthread_config" = xno; then continue; fi
PTHREAD_CFLAGS="`pthread-config --cflags`"
PTHREAD_LIBS="`pthread-config --ldflags` `pthread-config --libs`"
;;
*)
AC_MSG_CHECKING([for the pthreads library -l$flag])
PTHREAD_LIBS="-l$flag"
;;
esac
save_LIBS="$LIBS"
save_CFLAGS="$CFLAGS"
LIBS="$PTHREAD_LIBS $LIBS"
CFLAGS="$CFLAGS $PTHREAD_CFLAGS $ax_pthread_extra_flags"
# Check for various functions. We must include pthread.h,
# since some functions may be macros. (On the Sequent, we
# need a special flag -Kthread to make this header compile.)
# We check for pthread_join because it is in -lpthread on IRIX
# while pthread_create is in libc. We check for pthread_attr_init
# due to DEC craziness with -lpthreads. We check for
# pthread_cleanup_push because it is one of the few pthread
# functions on Solaris that doesn't have a non-functional libc stub.
# We try pthread_create on general principles.
AC_LINK_IFELSE([AC_LANG_PROGRAM([#include <pthread.h>
static void routine(void *a) { a = 0; }
static void *start_routine(void *a) { return a; }],
[pthread_t th; pthread_attr_t attr;
pthread_create(&th, 0, start_routine, 0);
pthread_join(th, 0);
pthread_attr_init(&attr);
pthread_cleanup_push(routine, 0);
pthread_cleanup_pop(0) /* ; */])],
[ax_pthread_ok=yes],
[])
LIBS="$save_LIBS"
CFLAGS="$save_CFLAGS"
AC_MSG_RESULT([$ax_pthread_ok])
if test "x$ax_pthread_ok" = xyes; then
break;
fi
PTHREAD_LIBS=""
PTHREAD_CFLAGS=""
done
fi
# Various other checks:
if test "x$ax_pthread_ok" = xyes; then
save_LIBS="$LIBS"
LIBS="$PTHREAD_LIBS $LIBS"
save_CFLAGS="$CFLAGS"
CFLAGS="$CFLAGS $PTHREAD_CFLAGS"
# Detect AIX lossage: JOINABLE attribute is called UNDETACHED.
AC_MSG_CHECKING([for joinable pthread attribute])
attr_name=unknown
for attr in PTHREAD_CREATE_JOINABLE PTHREAD_CREATE_UNDETACHED; do
AC_LINK_IFELSE([AC_LANG_PROGRAM([#include <pthread.h>],
[int attr = $attr; return attr /* ; */])],
[attr_name=$attr; break],
[])
done
AC_MSG_RESULT([$attr_name])
if test "$attr_name" != PTHREAD_CREATE_JOINABLE; then
AC_DEFINE_UNQUOTED([PTHREAD_CREATE_JOINABLE], [$attr_name],
[Define to necessary symbol if this constant
uses a non-standard name on your system.])
fi
AC_MSG_CHECKING([if more special flags are required for pthreads])
flag=no
case ${host_os} in
aix* | freebsd* | darwin*) flag="-D_THREAD_SAFE";;
osf* | hpux*) flag="-D_REENTRANT";;
solaris*)
if test "$GCC" = "yes"; then
flag="-D_REENTRANT"
else
# TODO: What about Clang on Solaris?
flag="-mt -D_REENTRANT"
fi
;;
esac
AC_MSG_RESULT([$flag])
if test "x$flag" != xno; then
PTHREAD_CFLAGS="$flag $PTHREAD_CFLAGS"
fi
AC_CACHE_CHECK([for PTHREAD_PRIO_INHERIT],
[ax_cv_PTHREAD_PRIO_INHERIT], [
AC_LINK_IFELSE([AC_LANG_PROGRAM([[#include <pthread.h>]],
[[int i = PTHREAD_PRIO_INHERIT;]])],
[ax_cv_PTHREAD_PRIO_INHERIT=yes],
[ax_cv_PTHREAD_PRIO_INHERIT=no])
])
AS_IF([test "x$ax_cv_PTHREAD_PRIO_INHERIT" = "xyes"],
[AC_DEFINE([HAVE_PTHREAD_PRIO_INHERIT], [1], [Have PTHREAD_PRIO_INHERIT.])])
LIBS="$save_LIBS"
CFLAGS="$save_CFLAGS"
# More AIX lossage: compile with *_r variant
if test "x$GCC" != xyes; then
case $host_os in
aix*)
AS_CASE(["x/$CC"],
[x*/c89|x*/c89_128|x*/c99|x*/c99_128|x*/cc|x*/cc128|x*/xlc|x*/xlc_v6|x*/xlc128|x*/xlc128_v6],
[#handle absolute path differently from PATH based program lookup
AS_CASE(["x$CC"],
[x/*],
[AS_IF([AS_EXECUTABLE_P([${CC}_r])],[PTHREAD_CC="${CC}_r"])],
[AC_CHECK_PROGS([PTHREAD_CC],[${CC}_r],[$CC])])])
;;
esac
fi
fi
test -n "$PTHREAD_CC" || PTHREAD_CC="$CC"
AC_SUBST([PTHREAD_LIBS])
AC_SUBST([PTHREAD_CFLAGS])
AC_SUBST([PTHREAD_CC])
# Finally, execute ACTION-IF-FOUND/ACTION-IF-NOT-FOUND:
if test x"$ax_pthread_ok" = xyes; then
ifelse([$1],,[AC_DEFINE([HAVE_PTHREAD],[1],[Define if you have POSIX threads libraries and header files.])],[$1])
:
else
ax_pthread_ok=no
$2
fi
AC_LANG_POP
])dnl AX_PTHREAD
+77 -138
View File
@@ -65,9 +65,11 @@ AC_DEFUN([CHECK_LIBCURL],
CURLLIBS="`$CURLCONFIG --libs`"
dnl This test must be this way because of #3981
AS_IF([$CURLCONFIG --libs | grep -q -e ares],
AS_IF([$CURLCONFIG --features | grep -q -e AsynchDNS],
[CURLUSESCARES="1"],
[CURLUSESCARES="0"])
AS_IF([test "$CURLUSESCARES" = "0"],
[AC_MSG_WARN([cURL seems compiled without c-ares support. Your IRCd will possibly stall when REHASHing!])])
dnl sanity warnings
AS_IF([test -z "${CURLLIBS}"],
@@ -86,13 +88,12 @@ AC_DEFUN([CHECK_LIBCURL],
dnl wants bundled c-ares + system libcURL, then we should filter out c-ares
dnl flags. _Only_ in that case should we mess with the flags. -- ohnobinki
AS_IF([test "x$has_system_cares" = "xno" && test "x$BUILDDIR/extras/curl" != "x$enable_curl" && test "$CURLUSESCARES" != "0" ],
AS_IF([test "x$with_system_cares" = "xno" && test "x$HOME/curl" != "x$enable_curl" && test "x/usr/share/unreal-curl" != "x$enable_curl" && test "$CURLUSESCARES" != "0" ],
[
AC_MSG_ERROR([[
You have decided to build unrealIRCd with libcURL (remote includes) support.
However, you have system-installed c-ares support has either been disabled
(--without-system-cares) or is unavailable.
However, you have disabled system-installed c-ares support (--with-system-cares).
Because UnrealIRCd will use a bundled copy of c-ares which may be incompatible
with the system-installed libcURL, this is a bad idea which may result in error
messages looking like:
@@ -105,6 +106,25 @@ AC_DEFUN([CHECK_LIBCURL],
]])
])
AS_IF([test "x`echo $CURLLIBS |grep ares`" != x && test "x$with_system_cares" = "xno"],
[
dnl Attempt one: Linux sed
[XCURLLIBS="`echo "$CURLLIBS"|sed -r 's/[^ ]*ares[^ ]*//g' 2>/dev/null`"]
AS_IF([test "x$XCURLLIBS" = "x"],
[
dnl Attempt two: FreeBSD (and others?) sed
[XCURLLIBS="`echo "$CURLLIBS"|sed -E 's/[^ ]*ares[^ ]*//g' 2>/dev/null`"]
AS_IF([test x"$XCURLLIBS" = x],
[
AC_MSG_ERROR([sed appears to be broken. It is needed for a remote includes compile hack.])
])
])
CURLLIBS="$XCURLLIBS"
IRCDLIBS_CURL_CARES="$CARES_LIBS"
CFLAGS_CURL_CARES="$CARES_CFLAGS"
])
dnl Make sure that linking against cURL works rather than letting the user
dnl find out after compiling most of his program. ~ohnobinki
IRCDLIBS="$IRCDLIBS $CURLLIBS"
@@ -140,13 +160,13 @@ dnl the following 2 macros are based on CHECK_SSL by Mark Ethan Trostler <trostl
AC_DEFUN([CHECK_SSL],
[
AC_ARG_ENABLE(ssl,
[AC_HELP_STRING([--enable-ssl=],[enable ssl will check /usr/local/opt/openssl /usr/local/ssl /usr/lib/ssl /usr/ssl /usr/pkg /usr/sfw /usr/local /usr])],
[AC_HELP_STRING([--enable-ssl=],[enable ssl will check /usr/local/ssl /usr/lib/ssl /usr/ssl /usr/pkg /usr/sfw /usr/local /usr])],
[],
[enable_ssl=no])
AS_IF([test $enable_ssl != "no"],
[
AC_MSG_CHECKING([for OpenSSL])
for dir in $enable_ssl /usr/local/opt/openssl /usr/local/ssl /usr/lib/ssl /usr/ssl /usr/pkg /usr/sfw /usr/local /usr; do
AC_MSG_CHECKING([for openssl])
for dir in $enable_ssl /usr/local/ssl /usr/lib/ssl /usr/ssl /usr/pkg /usr/sfw /usr/local /usr; do
ssldir="$dir"
if test -f "$dir/include/openssl/ssl.h"; then
AC_MSG_RESULT([found in $ssldir/include/openssl])
@@ -169,146 +189,65 @@ AS_IF([test $enable_ssl != "no"],
AC_MSG_RESULT(not found)
echo ""
echo "Apparently you do not have both the openssl binary and openssl development libraries installed."
echo "The following packages are required:"
echo "1) The library package is often called 'openssl-dev', 'openssl-devel' or 'libssl-dev'"
echo "2) The binary package is usually called 'openssl'."
echo "NOTE: you or your system administrator needs to install the library AND the binary package."
echo "After doing so, simply re-run ./Config"
echo "You have two options:"
echo "a) Install the needed binaries and libraries"
echo " and run ./Config"
echo "OR"
echo "b) If you don't need SSL..."
echo " Run ./Config and say 'no' when asked about SSL"
echo " (or pass --disable-ssl to ./configure)"
echo ""
exit 1
else
CRYPTOLIB="-lssl -lcrypto";
if test ! "$ssldir" = "/usr" ; then
LDFLAGS="$LDFLAGS -L$ssldir/lib";
dnl check if binary path exists
if test -f "$ssldir/bin/openssl"; then
OPENSSLPATH="$ssldir/bin/openssl";
fi
fi
dnl linking require -ldl?
AC_MSG_CHECKING([OpenSSL linking with -ldl])
SAVE_LIBS="$LIBS"
LIBS="$LIBS $CRYPTOLIB -ldl"
AC_TRY_LINK([#include <openssl/err.h>], [ERR_clear_error();],
[
AC_MSG_RESULT(yes)
CRYPTOLIB="$CRYPTOLIB -ldl"
],
[
AC_MSG_RESULT(no)
dnl linking require both -ldl and -lpthread?
AC_MSG_CHECKING([OpenSSL linking with -ldl and -lpthread])
LIBS="$SAVE_LIBS $CRYPTOLIB -ldl -lpthread"
AC_TRY_LINK([#include <openssl/err.h>], [ERR_clear_error();],
[
AC_MSG_RESULT(yes)
CRYPTOLIB="$CRYPTOLIB -ldl -lpthread"
],
[
AC_MSG_RESULT(no)
])
])
LIBS="$SAVE_LIBS"
AC_DEFINE([USE_SSL], [], [Define if you want to allow SSL connections])
fi
])
])
AC_DEFUN([CHECK_SSL_CTX_SET1_CURVES_LIST],
AC_DEFUN([CHECK_ZLIB],
[
AC_MSG_CHECKING([for SSL_CTX_set1_curves_list in SSL library])
AC_LANG_PUSH(C)
SAVE_LIBS="$LIBS"
LIBS="$LIBS $CRYPTOLIB"
AC_TRY_LINK([#include <openssl/ssl.h>],
[SSL_CTX *ctx = NULL; SSL_CTX_set1_curves_list(ctx, "test");],
has_function=1,
has_function=0)
LIBS="$SAVE_LIBS"
AC_LANG_POP(C)
if test $has_function = 1; then
AC_MSG_RESULT([yes])
AC_DEFINE([HAS_SSL_CTX_SET1_CURVES_LIST], [], [Define if ssl library has SSL_CTX_set1_curves_list])
else
AC_MSG_RESULT([no])
fi
])
AC_DEFUN([CHECK_SSL_CTX_SET_MIN_PROTO_VERSION],
[
AC_MSG_CHECKING([for SSL_CTX_set_min_proto_version in SSL library])
AC_LANG_PUSH(C)
SAVE_LIBS="$LIBS"
LIBS="$LIBS $CRYPTOLIB"
AC_TRY_LINK([#include <openssl/ssl.h>],
[SSL_CTX *ctx = NULL; SSL_CTX_set_min_proto_version(ctx, TLS1_VERSION);],
has_function=1,
has_function=0)
LIBS="$SAVE_LIBS"
AC_LANG_POP(C)
if test $has_function = 1; then
AC_MSG_RESULT([yes])
AC_DEFINE([HAS_SSL_CTX_SET_MIN_PROTO_VERSION], [], [Define if ssl library has SSL_CTX_set_min_proto_version])
else
AC_MSG_RESULT([no])
fi
])
AC_DEFUN([CHECK_SSL_CTX_SET_SECURITY_LEVEL],
[
AC_MSG_CHECKING([for SSL_CTX_set_security_level in SSL library])
AC_LANG_PUSH(C)
SAVE_LIBS="$LIBS"
LIBS="$LIBS $CRYPTOLIB"
AC_TRY_LINK([#include <openssl/ssl.h>],
[SSL_CTX *ctx = NULL; SSL_CTX_set_security_level(ctx, 1);],
has_function=1,
has_function=0)
LIBS="$SAVE_LIBS"
AC_LANG_POP(C)
if test $has_function = 1; then
AC_MSG_RESULT([yes])
AC_DEFINE([HAS_SSL_CTX_SET_SECURITY_LEVEL], [], [Define if ssl library has SSL_CTX_set_security_level])
else
AC_MSG_RESULT([no])
fi
])
AC_DEFUN([CHECK_ASN1_TIME_diff],
[
AC_MSG_CHECKING([for ASN1_TIME_diff in SSL library])
AC_LANG_PUSH(C)
SAVE_LIBS="$LIBS"
LIBS="$LIBS $CRYPTOLIB"
AC_TRY_LINK([#include <openssl/ssl.h>],
[int one, two; ASN1_TIME_diff(&one, &two, NULL, NULL);],
has_function=1,
has_function=0)
LIBS="$SAVE_LIBS"
AC_LANG_POP(C)
if test $has_function = 1; then
AC_MSG_RESULT([yes])
AC_DEFINE([HAS_ASN1_TIME_diff], [], [Define if ssl library has ASN1_TIME_diff])
else
AC_MSG_RESULT([no])
fi
])
AC_DEFUN([CHECK_X509_get0_notAfter],
[
AC_MSG_CHECKING([for X509_get0_notAfter in SSL library])
AC_LANG_PUSH(C)
SAVE_LIBS="$LIBS"
LIBS="$LIBS $CRYPTOLIB"
AC_TRY_LINK([#include <openssl/ssl.h>],
[X509_get0_notAfter(NULL);],
has_function=1,
has_function=0)
LIBS="$SAVE_LIBS"
AC_LANG_POP(C)
if test $has_function = 1; then
AC_MSG_RESULT([yes])
AC_DEFINE([HAS_X509_get0_notAfter], [], [Define if ssl library has X509_get0_notAfter])
else
AC_MSG_RESULT([no])
fi
AC_ARG_ENABLE([ziplinks],
[AC_HELP_STRING([--enable-ziplinks=DIR],[enable ziplinks. will check /usr/local /usr /usr/pkg. Note that SSL does its own compression, so you won't need this for SSL links.])],
[],
[enable_ziplinks=no])
AS_IF([test $enable_ziplinks != "no"],
[
AC_MSG_CHECKING([for zlib])
for dir in $enable_ziplinks /usr/local /usr /usr/pkg; do
zlibdir="$dir"
if test -f "$dir/include/zlib.h"; then
AC_MSG_RESULT(found in $zlibdir)
found_zlib="yes";
if test "$zlibdir" != "/usr" ; then
CFLAGS="$CFLAGS -I$zlibdir/include";
fi
AC_DEFINE([ZIP_LINKS], [], [Define if you have zlib and want zip links support.])
break
fi
done
if test x_$found_zlib != x_yes; then
AC_MSG_RESULT([not found])
echo ""
echo "Apparently you do not have the zlib development library installed."
echo "You have two options:"
echo "a) Install the zlib development library"
echo " and run ./Config"
echo "OR"
echo "b) If you don't need compressed links..."
echo " Run ./Config and say 'no' when asked about ziplinks support"
echo ""
exit 1
else
IRCDLIBS="$IRCDLIBS -lz"
if test "$zlibdir" != "/usr" ; then
LDFLAGS="$LDFLAGS -L$zlibdir/lib"
fi
HAVE_ZLIB=yes
fi
AC_SUBST([HAVE_ZLIB])
])
])
-2
View File
@@ -1,6 +1,4 @@
#!/bin/bash
echo "Regenerating 'configure' and headers..."
echo "NOTE: Normally only UnrealIRCd developers run this command!!"
cd "$(dirname "${0}")"
+52
View File
@@ -0,0 +1,52 @@
/*
Unreal Internet Relay Chat Daemon
Copyright (C) Carsten V. Munk 2000
NOTE: Those words are not meant to insult you (the user)
but is meant to be a list of words so that the +G channel/user mode
will work properly. You can easily modify this file at your will.
If you got words to add to this file, please mail badwords@tspre.org
This is some filling space, scroll down to see the words
*/
badword channel { word "pussy"; };
badword channel { word "fuck"; };
badword channel { word "whore"; };
badword channel { word "slut"; };
badword channel { word "shit"; };
badword channel { word "asshole"; };
badword channel { word "bitch"; };
badword channel { word "cunt"; };
badword channel { word "vagina"; };
badword channel { word "penis"; };
badword channel { word "jackass"; };
badword channel { word "*fucker*"; };
badword channel { word "faggot"; };
badword channel { word "fag"; };
badword channel { word "horny"; };
badword channel { word "gay"; };
badword channel { word "dickhead"; };
badword channel { word "sonuvabitch"; };
badword channel { word "*fuck*"; };
badword channel { word "tits"; };
+52
View File
@@ -0,0 +1,52 @@
/*
Unreal Internet Relay Chat Daemon
Copyright (C) Carsten V. Munk 2000
NOTE: Those words are not meant to insult you (the user)
but is meant to be a list of words so that the +G channel/user mode
will work properly. You can easily modify this file at your will.
If you got words to add to this file, please mail badword messages@tspre.org
This is some filling space, scroll down to see the words
*/
badword message { word "pussy"; };
badword message { word "fuck"; };
badword message { word "whore"; };
badword message { word "slut"; };
badword message { word "shit"; };
badword message { word "asshole"; };
badword message { word "bitch"; };
badword message { word "cunt"; };
badword message { word "vagina"; };
badword message { word "penis"; };
badword message { word "jackass"; };
badword message { word "*fucker*"; };
badword message { word "faggot"; };
badword message { word "fag"; };
badword message { word "horny"; };
badword message { word "gay"; };
badword message { word "dickhead"; };
badword message { word "sonuvabitch"; };
badword message { word "*fuck*"; };
badword message { word "tits"; };
+52
View File
@@ -0,0 +1,52 @@
/*
Unreal Internet Relay Chat Daemon
Copyright (C) Carsten V. Munk 2000
NOTE: Those words are not meant to insult you (the user)
but is meant to be a list of words so that quit message censoring
will work properly. You can easily modify this file at your will.
If you got words to add to this file, please mail badword badwords@tspre.org
This is some filling space, scroll down to see the words
*/
badword quit { word "pussy"; };
badword quit { word "fuck"; };
badword quit { word "whore"; };
badword quit { word "slut"; };
badword quit { word "shit"; };
badword quit { word "asshole"; };
badword quit { word "bitch"; };
badword quit { word "cunt"; };
badword quit { word "vagina"; };
badword quit { word "penis"; };
badword quit { word "jackass"; };
badword quit { word "*fucker*"; };
badword quit { word "faggot"; };
badword quit { word "fag"; };
badword quit { word "horny"; };
badword quit { word "gay"; };
badword quit { word "dickhead"; };
badword quit { word "sonuvabitch"; };
badword quit { word "*fuck*"; };
badword quit { word "tits"; };
+1360
View File
File diff suppressed because it is too large Load Diff
+166 -601
View File
File diff suppressed because it is too large Load Diff
Vendored
+2726 -3927
View File
File diff suppressed because it is too large Load Diff
+429 -540
View File
File diff suppressed because it is too large Load Diff
+11
View File
@@ -0,0 +1,11 @@
#!/bin/sh
# This will generate a Changelog similar to our original style.
# New are: the name of the author, the date, and the short hash
# We still filter translated doc changes as to not polute the
# changelog too much.
hg log -r a673dd0f7b37: --style changelog --template '[{date|shortdate}] {author} ({node|short}):\n- {desc}\n\n' \
-b default -X 'doc/unreal32docs.*.html' -X 'doc/help.*.conf' -X 'doc/example.*.conf' -X 'include/version.h'|\
sed 's/^- - /- /g' >Changes
echo "Done. File 'Changes' now contains the full version history"
+3953
View File
File diff suppressed because it is too large Load Diff
+7 -20
View File
@@ -1,28 +1,15 @@
#!/bin/sh
URL="https://www.unrealircd.org/files/curl-latest.tar.gz"
URL="http://www.unrealircd.com/files/curl-latest.tar.gz"
OUTF="curl-latest.tar.gz"
OUTD="curl-latest"
ARESPATH="`pwd`/extras/c-ares"
UNREALDIR="`pwd`"
CARESVERSION="1.17.2"
LIBDIR="$1"
if [ "x$1" = "x" ]; then
echo "You should (no longer) run this program directly."
echo "It will be invoked by ./Config"
CARESVERSION="1.10.0"
if [ ! -f "Unreal.nfo" ]; then
echo "Please run this program from your UnrealIRCd directory"
echo "(usually $HOME/Unreal3.2 or something like that)"
exit 1
fi
if [ ! -f src/parse.c ]; then
if [ -f ../src/parse.c ]; then
cd ..
else
echo "Please run this program from your UnrealIRCd directory"
echo "(usually $HOME/unrealircd-5.0.X or something like that)"
exit 1
fi
fi
wget --version 1>/dev/null 2>&1
if [ "$?" = 0 ]; then
FETCHER="wget"
@@ -89,8 +76,8 @@ fi
cd "$OUTD" || exit 1
echo "Building and installing libcurl"
CPPFLAGS="-I$ARESPATH/include" ./configure --prefix=$UNREALDIR/extras/curl --libdir=$LIBDIR --enable-shared \
--enable-ares=$ARESPATH --with-openssl
CPPFLAGS="-I$ARESPATH/include" ./configure --prefix=$HOME/curl --disable-shared \
--disable-thread --enable-ares=$ARESPATH --disable-ipv6 $SSLFLAG
cp -R $ARESPATH/lib ares
make && make install
+20 -20
View File
@@ -17,26 +17,26 @@
*/
/* first.. deny everything, then allow known-good stuff... */
deny dcc { filename "*"; reason "Possible executable content"; soft yes; }
deny dcc { filename "*"; reason "Possible executable content"; soft yes; };
/* common image formats */
allow dcc { filename "*.jpg"; soft yes; }
allow dcc { filename "*.jpeg"; soft yes; }
allow dcc { filename "*.gif"; soft yes; }
allow dcc { filename "*.png"; soft yes; }
allow dcc { filename "*.bmp"; soft yes; }
allow dcc { filename "*.jpg"; soft yes; };
allow dcc { filename "*.jpeg"; soft yes; };
allow dcc { filename "*.gif"; soft yes; };
allow dcc { filename "*.png"; soft yes; };
allow dcc { filename "*.bmp"; soft yes; };
/* audio / video (but not scripted/playlists!) */
allow dcc { filename "*.mp1"; soft yes; }
allow dcc { filename "*.mp2"; soft yes; }
allow dcc { filename "*.mp3"; soft yes; }
allow dcc { filename "*.mpg"; soft yes; }
allow dcc { filename "*.mpeg"; soft yes; }
allow dcc { filename "*.m1v"; soft yes; }
allow dcc { filename "*.m2v"; soft yes; }
allow dcc { filename "*.vob"; soft yes; }
allow dcc { filename "*.wav"; soft yes; }
allow dcc { filename "*.mp1"; soft yes; };
allow dcc { filename "*.mp2"; soft yes; };
allow dcc { filename "*.mp3"; soft yes; };
allow dcc { filename "*.mpg"; soft yes; };
allow dcc { filename "*.mpeg"; soft yes; };
allow dcc { filename "*.m1v"; soft yes; };
allow dcc { filename "*.m2v"; soft yes; };
allow dcc { filename "*.vob"; soft yes; };
allow dcc { filename "*.wav"; soft yes; };
/* text / misc */
allow dcc { filename "*.txt"; soft yes; }
allow dcc { filename "*.log"; soft yes; }
allow dcc { filename "*.pdf"; soft yes; }
allow dcc { filename "*.c"; soft yes; }
allow dcc { filename "*.cpp"; soft yes; }
allow dcc { filename "*.txt"; soft yes; };
allow dcc { filename "*.log"; soft yes; };
allow dcc { filename "*.pdf"; soft yes; };
allow dcc { filename "*.c"; soft yes; };
allow dcc { filename "*.cpp"; soft yes; };
-31
View File
@@ -1,31 +0,0 @@
_ _ _ ___________ _____ _
| | | | | |_ _| ___ \/ __ \ | |
| | | |_ __ _ __ ___ __ _| | | | | |_/ /| / \/ __| |
| | | | '_ \| '__/ _ \/ _ | | | | | / | | / _ |
| |_| | | | | | | __/ (_| | |_| |_| |\ \ | \__/\ (_| |
\___/|_| |_|_| \___|\__,_|_|\___/\_| \_| \____/\__,_|
Configuration Program
for UnrealIRCd 5.2.4
This program will help you to compile your IRC server, and ask you
questions regarding the compile-time settings of it during the process.
A short installation guide is available online at:
https://www.unrealircd.org/docs/Installing_from_source
Full documentation is available at:
https://www.unrealircd.org/docs/UnrealIRCd_5_documentation
--------------------------------------------------------------------------------------
The full release notes are available in doc/RELEASE-NOTES.md
For easier viewing, check out the latest online release notes at:
https://github.com/unrealircd/unrealircd/blob/unreal52/doc/RELEASE-NOTES.md
UnrealIRCd 5 is compatible with the following services:
* anope with the "unreal4" protocol module - version 2.0.7 or higher required!
* atheme with the "unreal4" protocol module - tested with version 7.2.9
--------------------------------------------------------------------------------------
-14
View File
@@ -1,14 +0,0 @@
Although UnrealIRCd is a free program, we do put a great deal of time,
effort, and money into keeping UnrealIRCd alive. If you like UnrealIRCd and
want to support us then please consider making a donation.
PayPal Donation Link: https://unrealircd.org/index/donations
If you don't want to use PayPal, or you want to donate something other than
money, then please contact Syzop (syzop@unrealircd.com).
All those who donate at least a certain minimum amount will have their name
and/or company listed in /CREDITS and will be listed on the website.
Thank you for your support,
The UnrealIRCd Team
-47
View File
@@ -1,47 +0,0 @@
pub rsa4096 2015-07-02 [SC] [expires: 2025-06-29]
1D2D2B03A0B68ED11D68A24BA7A21B0A108FF4A9
uid UnrealIRCd releases (for verification of software downloads only!) <releases@unrealircd.org>
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-1162
View File
File diff suppressed because it is too large Load Diff
+141 -123
View File
@@ -1,123 +1,141 @@
Rules about patches & modifications to UnrealIRCd
1. When making a change, always add a small description in the commit log.
Don't forget to mention the bug# and credit the reporter (if any).
2. If new files are made, they must contain proper copyright headers.
3. Each bug or feature should have a bug# so people can have a discussion
about it. This has a few implications (read!!):
* People must report bugs/feature requests to bugs.unrealircd.org and
not on IRC, e-mail, etc.
* That means other people can see the bug# and comment on it. This means
discussion is easy to read back for each issue and not spread between
several IRC logs.
Furthermore, by using the bugtracker instead of directly committing,
people could point out that there might be a better way to do things
than you originally thought, or it might be that other devs don't like
it at all.
* If a head coder has 'acknowledged' or 'confirmed' the issue or stated
in a comment that it's OK to implement, then any dev may take the issue.
The dev should change the status to 'assigned' and work on it, then
commit and change it to 'resolved', set 'fixed in version' to the
correct release, and add a comment pasting the relevant commit log.
Of course other guidelines, in particular rule #7, still applies.
4. If you don't have direct write access to the repository then you can
submit changes as as PR on github. It is very much preferred to also
have a bugs.unrealircd.org entry for it as well (see previous item).
5. For the stable branch, in general, only commit changes that have an
associated bugid# and/or were discussed.
For branches currently in development (alpha/beta) there's more freedom
and if you think the change will be small and is fine without a
discussion then feel free to commit.
6. Regarding reidenting, restructuring or other major code cleanups: please
discuss before doing so. The other devs might not agree with you on the
particular cleanup you have in mind which would result in another
clean-up-the-cleanup commit.
You may, however reindent and clean up individual sections when you are
working on fixing a particular bug# or implementing a new feature. In fact
you're encouraged to do so if the code is confusing without it. However,
obey the style of Unreal's code (mostly outlined in this document)
and do not introduce yet another (new) style. Also, be careful with doing
any cleanup: if you're unsure in any way about the use of something,
or something that looks redundant on first sight, then look more
carefully... it might indeed be useless and/or redundant, but it might
also be a subtle thing that can create great bugs when 'cleaned up'.
7. During the Release Candidate stage (from RC1 until the final release)
only the head coder may commit directly, all others should ask and
present their patch before committing. Yes, even if you are changing
only 1 line of code or text.
9. UnrealIRCd should compile on all supported operating systems and
platforms, using GCC 3 or higher on *NIX, and Visual Studio 2008 or
higher on Windows. This means you cannot blindly use all C99 extensions.
10. Coders must test their code before committing.
11. /*
* These kind of comments
*/
NOT
// These kind of comments
12. if (something == 1)
{
moo; /* comment */
/* This does what what what */
cow(go(moo));
}
NOT
if (something == 1) {
}
13. Do not touch version.c.SH or version.h, unless you are a head coder.
If you need a credit in, contact us
14. Protocol changes must be discussed before making patches for it.
15. We do NOT rip people off. If we use other people's code, it MUST be
properly credited.
16. We use tabsize 8 and we use tabs AND NOT SPACES.
Some code is old and horrible and has a mix of tabs and spaces used for
spacing, that's something we do not want to have ;)
17. Be careful about overflows. Do not do any unchecked string copies.
Instead of strcpy, strcat and sprintf/ircsprintf, use the following
functions: strlcpy, strlcat, snprintf/ircnsprintf.
If you are copying/writing character-by-character or word-by-word in a
loop, eg using *p++ = x; then be very sure about your size counting.
Often it's better to avoid such code altogether, by simply using
strlcat for everything.
18. Speed. When optimizing or writing code, keep in mind that readability and
stability comes FIRST, and after that comes speed. So we'd rather prefer some
readable code (even if difficult) over some odd highly optimized routine which
nobody understands, is difficult to extend, and might have several bugs.
As mentioned earlier: use ircsnprintf, not snprintf (this is because
ircsnprintf is optimized for simple strings like the ones we use).
ircsnprintf calls snprintf when it finds a (non-simple) format specifier it
can't handle. Simple format specifiers do not have prefixes other than
h and l.
19. Initialize your structs and use the proper memory calls.
In UnrealIRCd we use safe_alloc, safe_free, safe_strdup and safe_strldup.
Do NOT use malloc, calloc or strdup.
20. Comment your code! This should speak for itself...
Put comments wherever you think they are needed, to aid any further coders
with reading your code.. and, in fact, it will aid yourself as well if you
would look back at your code 2 years later.
If there's some obscure pitfall, DO mention it! Don't just "hope" a next
author will see it like you did.
21. Use enums whenever possible, rather than #define constants. Besides making
things more clean, it also aids debugging.
Rules about patches & modifications to UnrealIRCd
1. When making a change, always add a small description in Changes, in the
BOTTOM. Don't forget to mention the bug# and credit the reporter (if any).
2. If new files are made, it must contain proper copyright headers.
3. If you want to submit patches (f.e. if you don't have CVS write access)
then submit them to http://bugs.unrealircd.org/ (shortly called bugs*)
using "cvs diff -u > patchname". A submission must contain description of
what it does, etc.
4. Each bug or feature should have a bug# so people can have a discussion
about it. This has a few implications (read!!):
* People must report bugs/feature requests to bugs* and not on
IRC, e-mail, etc.
* That means other people can see the bug# and comment on it. This means
discussion is easy to read back for each issue and not spread between
several IRC logs.
Furthermore, by using the bugtracker instead of directly committing,
people could point out that there might be a better way to do things
than you originally thought, or it might be that other devs don't like
it at all.
* If a head coder has 'acknowledged' or 'confirmed' the bug or stated in
a comment that it's OK to implement, then a dev may take the issue.
The dev should change the status to 'assigned' and work on it, then
commit and change it to 'resolved', set 'fixed in version' to next
release, and add a comment pasting the relevant Changelog item and the
releaseid (.XYZ).
Of course other guidelines, like #7 and #8 still apply.
5. Do not commit changes that do not have an associated bug# and have not
had any discussion.
Small/tiny bugfixes that do not change any functionality, are very
unlikely to break anything and definitely don't require any prior
discussion may be exempted.
6. Regarding reidenting, restructuring or other code cleanups: please
discuss before doing so. The other devs might not agree with you on the
particular cleanup you have in mind which would result in another
clean-up-the-cleanup commit.
You may, however reindent and clean up individual sections when you are
working on fixing a particular bug# or implementing a new feature. In fact
you're encouraged to do so if the code is confusing without it. However,
obey the style of Unreal's code (mostly outlined in this document)
and do not introduce yet another (new) style. Also, be careful with doing
any cleanup: if you're unsure in any way about the use of something,
or something that looks redundant on first sight, then look more
carefully... it might indeed be useless and/or redundant, but it might
also be a subtle thing that can create great bugs when 'cleaned up'.
7. Prior to a release: be very careful with any restructuring of a subsystem
or doing any major commits that may break things. Stuff like this can be
perfectly fine if there are many months to go, but are not good to do a
month before release. The head coder may impose additional restrictions
during such a period.
8. During the Release Candidate stage (from RC1 until the final release)
only the head coder may commit directly, all others should ask and
present their patch before committing. Yes, even if you are changing only
1 line of code or text.
9. UnrealIRCd should compile on all supported operating systems and
platforms, using GCC 3 or higher on *NIX, and Visual Studio 2008 or
higher on Windows. This means you cannot blindly use all C99 extensions.
10. Coders should test their code before committing.
11. /*
* These kind of comments
*/
NOT
// These kind of comments
12. if (something == 1)
{
moo; /* comment */
/* This does what what what */
cow(go(moo));
}
NOT
if (something == 1) {
}
13. Do not touch version.c.SH or version.h, unless you are a head coder
if you need a credit in, contact us
14. Protocol changes must be discussed before making patches for it.
15. We do NOT rip people off. If we use other people's code, it MUST be
properly credited.
16. We generally use tabsize 4 and 8. In any case, use tabs and NOT spaces.
Some code is old and horrible and has a mix of tabs and spaces used for
spacing, that's something we do not want to have ;)
17. Be careful about overflows. As you know a line from a user can never be longer
than 511 (510?) characters, sometimes you can use this knowledge to your
advantage. Whenever it's not safe or when you don't know what input size you
can expect, use strlcpy instead of strcpy. Do not ever use strncpy, this is
older, slower, and does not add proper zero termination.
For the same reason, use snprintf if really needed. Note though, that using
ircsprintf with a bigger buffer (eg: 1024 bytes) is MUCH faster, so preferably
use that instead of snprintf. The same can be true for strcpy vs strlcpy in
some circumstances as well.
18. Speed. When optimizing or writing code, keep in mind that readability and
stability comes FIRST, and after that comes speed. So we'd rather prefer some
readable code (even if difficult) over some odd highly optimized routine which
nobody understands, is difficult to extend, and might have several bugs.
As mentioned earlier: use ircsprintf, not sprintf (this is because ircsprintf
is optimized for simple strings like the ones we use).
Prefer ircsprintf with a bigger buffer over the use of snprintf, since
ircsprintf is much faster.
19. Initialize your structs and use the proper memory calls.
In UnrealIRCd we use MyMalloc, MyMallocEx and MyFree (so not malloc/free).
MyMalloc usually maps to malloc, and MyMallocEx is a malloc plus filling
the memory area (eg: the struct) with zero's (a la calloc).
Use of MyMallocEx is suggested. In general you should not be using MyMalloc.
"But MyMalloc is faster!" you might say. This is true, but using MyMallocEx
has very little speed impact and enormous benefits: people tend to forget
to set certain fields in the struct to NULL, or much more common: when
someone later on (eg: 1 year later) adds a field to a struct, there could
be several places he/she needs to update to make sure x->something is NULL
after allocating a new struct. Bad idea.
Little speed impact, huge stability benefits, easy decision ;).
20. Comment your code! This should speak for itself...
Put comments wherever you think they are needed, to aid any further coders
with reading your code.. and, in fact, it will aid yourself as well if you
would look back at your code 2 years later.
If there's some obscure pitfall, do mention it! Don't just "hope" a next
author will see it like you did.
21. Use enums whenever possible, rather than #define constants. Besides making
things more clean, it also aids debugging.
+118 -2
View File
@@ -1,2 +1,118 @@
For information on how to compile UnrealIRCd (modules) on Windows, see:
https://www.unrealircd.org/docs/Compiling_UnrealIRCd_on_Windows
==[ GENERAL GUIDELINES ]==
First of all you need Microsoft Visual C++ (see below), compiling with
cygwin is not supported.
Compatible compilers:
cygwin NOT supported. Will not work. Should be no reason to use this anyway
as cygwin is an emulation layer. It's obviously much better to run
native (Windows) code on Windows.
msvc 6.x Microsoft Visual Studio 6 does not work, this compiler is too old.
msvc 7.x Microsoft Visual Studio 7.x (.NET), works.
msvc 8.x Microsoft Visual Studio 8.x (.NET 2005), including the free kit, works.
msvc 9.x Microsoft Visual Studio 9.x (.NET 2008), is used for official compile.
mssdk Microsoft Windows SDK for Windows 7
If you don't have the paid version of Microsoft Visual Studio 7.x, then you can
use the FREE development kit available for Windows 7 explained below:
1. Download the 'MS SDK for Windows 7 and .NET Framework 3.5 SP1' at:
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&displaylang=en
2. NOTE: Whenever you need to compile something we say 'Start the Visual Studio
.NET Command Prompt' below, but you - a person using the free version - will
actually have to start the CMD Shell instead (check out the
Start Menu under Microsoft Windows SDK v7.0). Users on x64 environment will have
to change their environment to x86 by typing 'SETENV /x86'.
3. Download http://www.vulnscan.org/tmp/dlltool.exe and put the file somewhere
in your path (eg: put it in c:\windows\system32).
==[ EXTERNAL LIBRARIES ]==
Fetch the external libraries (c-ares, tre, openssl, zlib, curl) from:
http://www.vulnscan.org/unrealwin32dev/
==[ COMPILING ]==
1. Start the Visual Studio .NET Command Prompt
2. Go to your UnrealIRCd dir (like: cd \dev\unreal3.2)
3. Have a look at 'makefile.win32' to look at what parameters you need to
use, this depends on what libraries you want to link in and their location.
4. Two options, use either one (B is preferred), and read step 5 too:
A. Edit makefile.win32 directly to reflect your configuration and run
'nmake -f makefile.win32'
B. Don't edit makefile.win32 but instead create a one-line command (which
you can put in a batch file), like this (all on one line!):
nmake -f makefile.win32 USE_ZIPLINKS=1 ZLIB_INC_DIR="c:\dev\zlib"
ZLIB_LIB_DIR="c:\dev\zlib\dll32" USE_SSL=1
OPENSSL_INC_DIR="c:\openssl\include" OPENSSL_LIB_DIR="c:\openssl\lib"
USE_REMOTEINC=1 LIBCURL_INC_DIR="c:\dev\curl-ssl\include"
LIBCURL_LIB_DIR="c:\dev\curl-ssl\lib\dll-release"
CARES_LIB_DIR="C:\dev\c-ares\vc\cares\dll-release"
CARES_INC_DIR="C:\dev\c-ares" CARESLIB="cares.lib"
TRE_LIB_DIR="C:\dev\tre\win32\release" TRE_INC_DIR="C:\dev\tre"
TRELIB="tre.lib"
5. You are likely to encounter an error like
M_OPER.obj : error LNK2019: unresolved external symbol _sendto_snomask_global
referenced in function _m_oper
(the exact name and symbol will differ!!)
In that case you need to generate a symbols file:
nmake -f makefile.win32 SYMBOLFILE
And after that simply re-run your nmake -f makefile.win32 [options]
command, the same command you ran before the error occured.
You should not get any unresolved external symbol error again.
If you still do, then something is wrong.
6. Your compile is now done, you can package unreal if you have InnoSetup,
in that case check out src\win32\unrealinst.iss
Otherwise, manually copy over the necessary files (and the dll files
from the external libraries).
==[ Compiling modules ]==
1. Put your module (the .c file) in src\modules (eg: c:\dev\unreal3.2\src\modules).
2. Start the Visual Studio .NET Command Prompt
3. Go to your UnrealIRCd dir (like: cd \dev\unreal3.2).
4. Compile the module with:
nmake -f makefile.win32 <YOUR OPTIONS> custommodule MODULEFILE=<name>
<name> is the name of the module WITHOUT the .c suffix, so if your
module has the filename 'm_crappymod.c', then you use:
nmake -f makefile.win32 <YOUR OPTIONS> custommodule MODULEFILE=m_crappymod
Note that <YOUR OPTIONS> is the whole lot of options explained in
previous section under 4B. If you use method 4A then there aren't any.
Note 2: If you get any symbol file errors, see the section 'SYMBOL FILES'
5. Done. A .dll file should have been created.
If you compiled with the same Visual Studio version that we use to compile
the official UnrealIRCd version, and use the same Unreal3.2.X.tar.gz as the
official version (and not CVS!), then your module is fully binary compatible
and you can put it on your website (or ours) so users can use them.
If you do anything else, this won't work.
So, again, it will NOT work properly, if:
1. You use a different UnrealIRCd source (like CVS, or a previous version).
2. You use another compiler... this might still work but may require an
additional .DLL file to be put in your UnrealIRCd directory (MSVxxxxxx.DLL).
3. You compile with different options, such as compiling with SSL but trying
to load the module on non-SSL.
NOTE: unless your module uses SSL-specific code, you should compile
without SSL as it will run on both SSL and non-SSL UnrealIRCd's.
==[ SYMBOL FILES ]==
If you get something like this:
Creating library L_COMMANDS.lib and object L_COMMANDS.exp
M_OPER.obj : error LNK2019: unresolved external symbol _sendto_snomask_global re
ferenced in function _m_oper
(note: the exact name of the symbol will vary!)
Then you will have to rebuild the wircd.def symbol file. You do this by
downloading http://www.vulnscan.org/tmp/dlltool.exe and putting the file somewhere
in your path (eg: c:\winnt\system32).
Then, to compile you do this:
nmake -f makefile.win32 [your other options here]
nmake -f makefile.win32 SYMBOLFILE
nmake -f makefile.win32 [your other options here]
So basically you just run 'nmake -f makefile.win32 SYMBOLFILE' and then restart
compiling again.
==[ COMPILING ZLIB/SSL/CURL YOURSELF ]==
This is off-topic and not explained here.
Again, use the stuff from the win32 development pack unless you have a good
reason to do otherwise.
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/* Anope Aliases */
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias operserv { type services; }
alias os { target operserv; type services; }
alias botserv { type services; }
alias bs { target botserv; type services; }
alias hostserv { type services; }
alias hs { target hostserv; type services; }
include "aliases/aliases.conf";
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/* Atheme Aliases */
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias operserv { type services; }
alias os { target operserv; type services; }
alias helpserv { type services; }
alias botserv { type services; }
alias bs { target botserv; type services; }
alias hostserv { type services; }
alias hs { target hostserv; type services; }
alias saslserv { type services; }
alias sss { target saslserv; type services; }
alias gameserv { type services; }
alias gms { target gameserv; type services; }
alias groupserv { type services; }
alias grs { target groupserv; type services; }
alias alis { type services; }
alias ls { target alis; type services; }
include "aliases/aliases.conf";
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/* Auspice Aliases */
/* Uncomment this, if you have enabled "MassServ, W and X" in auspice */
# alias massserv { type services; }
# alias ma { target massserv; type services; }
# alias W { type services; }
# alias X { type services; }
/* Uncomment this, if you have enabled "WebServ" in auspice */
# alias webserv { type services; }
# alias ws { target webserv; type services; }
alias agent { type services; }
alias adminserv { type services; }
alias as { target adminserv; type services; }
alias botserv { type services; }
alias bs { target botserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias helpserv { type services; }
alias hs { target helpserv; type services; }
alias hostserv { type services; }
alias ho { target hostserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias operserv { type services; }
alias os { target operserv; type services; }
alias rootserv { type services; }
alias rs { target rootserv; type services; }
include "aliases/aliases.conf";
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/* Cygnus Aliases */
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias rootserv { type services; }
alias rs { target rootserv; type services; }
include "aliases/aliases.conf";
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/* Epona Aliases */
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias operserv { type services; }
alias os { target operserv; type services; }
alias helpserv { type services; }
alias hs { target helpserv; type services; }
alias botserv { type services; }
alias bs { target botserv; type services; }
include "aliases/aliases.conf";
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/* Generic Aliases */
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias operserv { type services; }
alias os { target operserv; type services; }
alias helpserv { type services; }
alias hs { target helpserv; type services; }
include "aliases/aliases.conf";
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/* Generic StatServ Aliases */
alias statserv { type stats; }
alias ss { target statserv; type stats; }
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/* IRCServices Aliases */
alias nickserv { type services; }
alias ns { target nickserv; type services; }
alias chanserv { type services; }
alias cs { target chanserv; type services; }
alias memoserv { type services; spamfilter yes; }
alias ms { target memoserv; type services; spamfilter yes; }
alias operserv { type services; }
alias os { target operserv; type services; }
alias helpserv { type services; }
alias hs { target helpserv; type services; }
alias irciihelp { type services; }
alias statserv { type services; }
alias ss { target statserv; type services; }
include "aliases/aliases.conf";
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/* OperStats Aliases */
alias operserv { type stats; }
alias os { target operserv; type stats; }
alias statserv { type stats; }
alias ss { target statserv; type stats; }
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/*
Unreal Internet Relay Chat Daemon
Copyright (C) Carsten V. Munk 2000
NOTE: Those words are not meant to insult you (the user)
but is meant to be a list of words so that the +G channel/user mode
will work properly. You can easily modify this file at your will.
If you got words to add to this file, please mail badwords@tspre.org
This is some filling space, scroll down to see the words
*/
badword all { word "pussy"; }
badword all { word "fuck"; }
badword all { word "whore"; }
badword all { word "slut"; }
badword all { word "shit"; }
badword all { word "asshole"; }
badword all { word "bitch"; }
badword all { word "cunt"; }
badword all { word "vagina"; }
badword all { word "penis"; }
badword all { word "jackass"; }
badword all { word "*fucker*"; }
badword all { word "faggot"; }
badword all { word "fag"; }
badword all { word "horny"; }
badword all { word "dickhead"; }
badword all { word "sonuvabitch"; }
badword all { word "*fuck*"; }
badword all { word "tits"; }
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/* Configuration file for UnrealIRCd 5
*
* Simply copy this file to your conf/ directory, call it
* 'unrealircd.conf' and walk through it line by line (edit it!)
*
* Important: All lines, except { and } end with an ;
* This is very important, if you miss a ; somewhere then the
* configuration file parser will complain and the file will not
* be processed correctly!
* If this is your first experience with an UnrealIRCd configuration
* file then we really recommend you to read a little about the syntax,
* this only takes a few minutes and will help you a lot:
* https://www.unrealircd.org/docs/Configuration#Configuration_file_syntax
*
* UnrealIRCd 5 documentation (very extensive!):
* https://www.unrealircd.org/docs/UnrealIRCd_5_documentation
*
* Frequently Asked Questions:
* https://www.unrealircd.org/docs/FAQ
*
*/
/* This is a comment, all text here is ignored (comment type #1) */
// This is also a comment, this line is ignored (comment type #2)
# This is also a comment, again this line is ignored (comment type #3)
/* UnrealIRCd makes heavy use of modules. Modules allow you to completely
* customize the featureset you wish to enable in UnrealIRCd.
* See: https://www.unrealircd.org/docs/Modules
*
* By using the include below we instruct the IRCd to read the file
* 'modules.default.conf' which will load more than 150 modules
* shipped with UnrealIRCd. In other words: this will simply load
* all the available features in UnrealIRCd.
* If you are setting up UnrealIRCd for the first time we suggest you
* use this. Then, when everything is up and running you can come
* back later to customize the list (if you wish).
*/
include "modules.default.conf";
/* Now let's include some other files as well:
* - help/help.conf for our on-IRC /HELPOP system
* - badwords.conf for channel and user mode +G
* - spamfilter.conf as an example for spamfilter usage
* (commented out)
* - operclass.default.conf contains some good operclasses which
* you can use in your oper blocks.
*/
include "help/help.conf";
include "badwords.conf";
//include "spamfilter.conf";
include "operclass.default.conf";
/* This is the me { } block which basically says who we are.
* It defines our server name, some information line and an unique "sid".
* The server id (sid) must start with a digit followed by two digits or
* letters. The sid must be unique for your IRC network (each server should
* have it's own sid).
*/
me {
name "irc.example.org";
info "ExampleNET Server";
sid "001";
}
/* The admin { } block defines what users will see if they type /ADMIN.
* It normally contains information on how to contact the administrator.
*/
admin {
"Bob Smith";
"bob";
"email@example.org";
}
/* Clients and servers are put in class { } blocks, we define them here.
* Class blocks consist of the following items:
* - pingfreq: how often to ping a user / server (in seconds)
* - connfreq: how often we try to connect to this server (in seconds)
* - sendq: the maximum queue size for a connection
* - recvq: maximum receive queue from a connection (flood control)
*/
/* Client class with good defaults */
class clients
{
pingfreq 90;
maxclients 1000;
sendq 200k;
recvq 8000;
}
/* Special class for IRCOps with higher limits */
class opers
{
pingfreq 90;
maxclients 50;
sendq 1M;
recvq 8000;
}
/* Server class with good defaults */
class servers
{
pingfreq 60;
connfreq 15; /* try to connect every 15 seconds */
maxclients 10; /* max servers */
sendq 20M;
}
/* Allow blocks define which clients may connect to this server.
* This allows you to add a server password or restrict the server to
* specific IP's only. You also configure the maximum connections
* allowed per IP here.
* See also: https://www.unrealircd.org/docs/Allow_block
*/
/* Allow everyone in, but only 3 connections per IP */
allow {
mask *;
class clients;
maxperip 3;
}
/* Example of a special allow block on a specific IP:
* Requires users on that IP to connect with a password. If the password
* is correct then it permits 20 connections on that IP.
*/
allow {
mask 192.0.2.1;
class clients;
password "somesecretpasswd";
maxperip 20;
}
/* Oper blocks define your IRC Operators.
* IRC Operators are people who have "extra rights" compared to others,
* for example they may /KILL other people, initiate server linking,
* /JOIN channels even though they are banned, etc.
*
* For more information about becoming an IRCOp and how to do admin
* tasks, see: https://www.unrealircd.org/docs/IRCOp_guide
*
* For details regarding the oper { } block itself, see
* https://www.unrealircd.org/docs/Oper_block
*/
/* Here is an example oper block for 'bobsmith' with password 'test'.
* You MUST change this!!
*/
oper bobsmith {
class opers;
mask *@*;
password "test";
/* Oper permissions are defined in an 'operclass' block.
* See https://www.unrealircd.org/docs/Operclass_block
* UnrealIRCd ships with a number of default blocks, see
* the article for a full list. We choose 'netadmin' here.
*/
operclass netadmin;
swhois "is a Network Administrator";
vhost netadmin.example.org;
}
/* Listen blocks define the ports where the server should listen on.
* In other words: the ports that clients and servers may use to
* connect to this server.
*
* Syntax:
* listen {
* {
* ip <ip>;
* port <port>;
* options {
* <options....>;
* }
* }
*/
/* Standard IRC port 6667 */
listen {
ip *;
port 6667;
}
/* Standard IRC SSL/TLS port 6697 */
listen {
ip *;
port 6697;
options { tls; }
}
/* Special SSL/TLS servers-only port for linking */
listen {
ip *;
port 6900;
options { tls; serversonly; }
}
/* NOTE: If you are on an IRCd shell with multiple IP's and you use
* the above listen { } blocks then you will likely get an
* 'Address already in use' error and the ircd won't start.
* This means you MUST bind to a specific IP instead of '*' like:
* listen { ip 1.2.3.4; port 6667; }
* Of course, replace the IP with the IP that was assigned to you.
*/
/*
* Link blocks allow you to link multiple servers together to form a network.
* See https://www.unrealircd.org/docs/Tutorial:_Linking_servers
*/
link hub.example.org
{
incoming {
mask *@something;
}
outgoing {
bind-ip *; /* or explicitly an IP */
hostname hub.example.org;
port 6900;
options { tls; }
}
/* We use the SPKI fingerprint of the other server for authentication.
* Run './unrealircd spkifp' on the other side to get it.
*/
password "AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTTUUV=" { spkifp; }
class servers;
}
/* The link block for services is usually much simpler.
* For more information about what Services are,
* see https://www.unrealircd.org/docs/Services
*/
link services.example.org
{
incoming {
mask 127.0.0.1;
}
password "changemeplease";
class servers;
}
/* U-lines give other servers (even) more power/commands.
* If you use services you must add them here.
* NEVER put the name of an UnrealIRCd server here!!!
*/
ulines {
services.example.org;
}
/* Here you can add a password for the IRCOp-only /DIE and /RESTART commands.
* This is mainly meant to provide a little protection against accidental
* restarts and server kills.
*/
drpass {
restart "restart";
die "die";
}
/* The log block defines what should be logged and to what file.
* See also https://www.unrealircd.org/docs/Log_block
*/
/* This is a good default, it logs everything */
log "ircd.log" {
flags {
oper;
connects;
server-connects;
kills;
errors;
flood;
sadmin-commands;
chg-commands;
oper-override;
tkl;
spamfilter;
}
}
/* With "aliases" you can create an alias like /SOMETHING to send a message to
* some user or bot. They are usually used for services.
*
* We have a number of pre-set alias files, check out the alias/ directory.
* As an example, here we include all aliases used for anope services.
*/
include "aliases/anope.conf";
/* Ban nick names so they cannot be used by regular users */
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reserved for Services";
}
/* Ban ip.
* Note that you normally use /KLINE, /GLINE and /ZLINE for this.
*/
ban ip {
mask 195.86.232.81;
reason "Hate you";
}
/* Ban server - if we see this server linked to someone then we delink */
ban server {
mask eris.berkeley.edu;
reason "Get out of here.";
}
/* Ban user - just as an example, you normally use /KLINE or /GLINE for this */
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
}
/* Ban realname allows you to ban clients based on their 'real name'
* or 'gecos' field.
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
}
ban realname {
mask "sub7server";
reason "sub7";
}
/* Ban and TKL exceptions. Allows you to exempt users / machines from
* KLINE, GLINE, etc.
* If you are an IRCOp with a static IP (and no untrusted persons on that IP)
* then we suggest you add yourself here. That way you can always get in
* even if you accidentally place a *LINE ban on yourself.
*/
/* except ban protects you from KLINE and ZLINE */
except ban {
mask *@192.0.2.1;
// you may add more mask entries here..
}
/* except ban with type 'all' protects you from GLINE, GZLINE, QLINE, SHUN */
except ban {
mask *@192.0.2.1;
type all;
}
/* With deny dcc blocks you can ban filenames for DCC */
deny dcc {
filename "*sub7*";
reason "Possible Sub7 Virus";
}
/* deny channel allows you to ban a channel (mask) entirely */
deny channel {
channel "*warez*";
reason "Warez is illegal";
class "clients";
}
/* VHosts (Virtual Hosts) allow users to acquire a different host.
* See https://www.unrealircd.org/docs/Vhost_block
*/
/* Example vhost which you can use. On IRC type: /VHOST test test
* NOTE: only people with an 'unrealircd.com' host may use it so
* be sure to change the vhost::mask before you test.
*/
vhost {
vhost i.hate.microsefrs.com;
mask *@unrealircd.com;
login "test";
password "test";
}
/* Blacklist blocks will query an external DNS Blacklist service
* whenever a user connects, to see if the IP address is known
* to cause drone attacks, is a known hacked machine, etc.
* Documentation: https://www.unrealircd.org/docs/Blacklist_block
* Or just have a look at the blocks below.
*/
/* DroneBL, probably the most popular blacklist used by IRC Servers.
* See https://dronebl.org/ for their documentation and the
* meaning of the reply types. At time of writing we use types:
* 3: IRC Drone, 5: Bottler, 6: Unknown spambot or drone,
* 7: DDoS Drone, 8: SOCKS Proxy, 9: HTTP Proxy, 10: ProxyChain,
* 11: Web Page Proxy, 12: Open DNS Resolver, 13: Brute force attackers,
* 14: Open Wingate Proxy, 15: Compromised router / gateway,
* 16: Autorooting worms.
*/
blacklist dronebl {
dns {
name dnsbl.dronebl.org;
type record;
reply { 3; 5; 6; 7; 8; 9; 10; 11; 12; 13; 14; 15; 16; }
}
action gline;
ban-time 24h;
reason "Proxy/Drone detected. Check https://dronebl.org/lookup?ip=$ip for details.";
}
/* EFnetRBL, see https://rbl.efnetrbl.org/ for documentation
* and the meaning of the reply types.
* At time of writing: 1 is open proxy, 4 is TOR, 5 is drones/flooding.
*
* NOTE: If you want to permit TOR proxies on your server, then
* you need to remove the '4;' below in the reply section.
*/
blacklist efnetrbl {
dns {
name rbl.efnetrbl.org;
type record;
reply { 1; 4; 5; }
}
action gline;
ban-time 24h;
reason "Proxy/Drone/TOR detected. Check https://rbl.efnetrbl.org/?i=$ip for details.";
}
/* You can include other configuration files */
/* include "klines.conf"; */
/* Network configuration */
set {
network-name "ExampleNET";
default-server "irc.example.org";
services-server "services.example.org";
stats-server "stats.example.org";
help-channel "#Help";
hiddenhost-prefix "Clk";
prefix-quit "Quit";
/* Cloak keys should be the same at all servers on the network.
* They are used for generating masked hosts and should be kept secret.
* The keys should be 3 random strings of 50-100 characters
* and must consist of lowcase (a-z), upcase (A-Z) and digits (0-9).
* HINT: On *NIX, you can run './unrealircd gencloak' in your shell to let
* UnrealIRCd generate 3 random strings for you.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"and another one";
"and another one";
}
}
/* Server specific configuration */
set {
kline-address "set.this.to.email.address"; /* e-mail or URL shown when a user is banned */
modes-on-connect "+ixw"; /* when users connect, they will get these user modes */
modes-on-oper "+xws"; /* when someone becomes IRCOp they'll get these modes */
modes-on-join "+nt"; /* default channel modes when a new channel is created */
oper-auto-join "#opers"; /* IRCOps are auto-joined to this channel */
options {
hide-ulines; /* hide U-lines in /MAP and /LINKS */
show-connect-info; /* show "looking up your hostname" messages on connect */
}
maxchannelsperuser 10; /* maximum number of channels a user may /JOIN */
/* The minimum time a user must be connected before being allowed to
* use a QUIT message. This will hopefully help stop spam.
*/
anti-spam-quit-message-time 10s;
/* Or simply set a static quit, meaning any /QUIT reason is ignored */
/* static-quit "Client quit"; */
/* static-part does the same for /PART */
/* static-part yes; */
/* Flood protection:
* There are lots of settings for this and most have good defaults.
* See https://www.unrealircd.org/docs/Set_block#set::anti-flood
*/
anti-flood {
}
/* Settings for spam filter */
spamfilter {
ban-time 1d; /* default duration of a *LINE ban set by spamfilter */
ban-reason "Spam/Advertising"; /* default reason */
virus-help-channel "#help"; /* channel to use for 'viruschan' action */
/* except "#help"; channel to exempt from Spamfilter */
}
/* Restrict certain commands.
* See https://www.unrealircd.org/docs/Set_block#set::restrict-commands
*/
restrict-commands {
list {
connect-delay 60;
exempt-identified yes;
exempt-reputation-score 24;
}
invite {
connect-delay 120;
exempt-identified yes;
exempt-reputation-score 24;
}
/* In addition to the ability to restrict any command,
* such as shown above. There are also 4 special types
* that you can restrict. These are "private-message",
* "private-notice", "channel-message" and "channel-notice".
* They are commented out (disabled) in this example:
*/
//private-message {
// connect-delay 10;
//}
//private-notice {
// connect-delay 10;
//}
}
}
/*
* The following will configure connection throttling of "unknown users".
*
* When UnrealIRCd detects a high number of users connecting from IP addresses
* that have not been seen before, then connections from new IP's are rejected
* above the set rate. For example at 10:60 only 10 users per minute can connect
* that have not been seen before. Known IP addresses can always get in,
* regardless of the set rate. Same for users who login using SASL.
*
* See also https://www.unrealircd.org/docs/Connthrottle for details.
* Or just keep reading the default configuration settings below:
*/
set {
connthrottle {
/* First we must configure what we call "known users".
* By default these are users on IP addresses that have
* a score of 24 or higher. A score of 24 means that the
* IP was connected to this network for at least 2 hours
* in the past month (or minimum 1 hour if registered).
* The sasl-bypass option is another setting. It means
* that users who authenticate to services via SASL
* are considered known users as well.
* Users in the "known-users" group (either by reputation
* or by SASL) are always allowed in by this module.
*/
known-users {
minimum-reputation-score 24;
sasl-bypass yes;
}
/* New users are all users that do not belong in the
* known-users group. They are considered "new" and in
* case of a high number of such new users connecting
* they are subject to connection rate limiting.
* By default the rate is 20 new local users per minute
* and 30 new global users per minute.
*/
new-users {
local-throttle 20:60;
global-throttle 30:60;
}
/* This configures when this module will NOT be active.
* The default settings will disable the module when:
* - The reputation module has been running for less than
* a week. If running less than 1 week then there is
* insufficient data to consider who is a "known user".
* - The server has just been booted up (first 3 minutes).
*/
disabled-when {
reputation-gathering 1w;
start-delay 3m;
}
}
}
/* Finally, you may wish to have a MOTD (Message of the Day), this can be
* done by creating an 'ircd.motd' text file in your conf/ directory.
* This file will be shown to your users on connect.
* For more information see https://www.unrealircd.org/docs/MOTD_and_Rules
*/
/*
* Problems or need more help?
* 1) https://www.unrealircd.org/docs/UnrealIRCd_4_documentation
* 2) https://www.unrealircd.org/docs/FAQ <- answers 80% of your questions!
* 3) If you are still having problems then you can get support:
* - Forums: https://forums.unrealircd.org/
* - IRC: irc.unrealircd.org (SSL on port 6697) / #unreal-support
* Note that we require you to read the documentation and FAQ first!
*/
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@@ -1,610 +0,0 @@
/* Archivo de configuración para UnrealIRCd 5
*
* Simplemente copie este archivo a su directorio conf /, llámelo
* 'unrealircd.conf' y recorrerlo línea por línea (¡edítalo!)
*
* Importante: Todas las líneas, excepto { y } terminan con un;
* Esto es muy importante, si pierde un; en algún lugar entonces el
* el analizador de archivos de configuración se quejará y el archivo no
* ¡será procesado correctamente!
* Si esta es su primera experiencia con una configuración de UnrealIRCd
* entonces realmente le recomendamos que lea un poco sobre la sintaxis,
* esto solo toma unos minutos y te ayudará mucho:
* https://www.unrealircd.org/docs/Configuration#Configuration_file_syntax
*
* Documentación de UnrealIRCd 5 (¡muy extensa!):
* https://www.unrealircd.org/docs/Main_Page/es
*
* Preguntas frecuentes:
* https://www.unrealircd.org/docs/FAQ
*
*/
/* Esto es un comentario, todo el texto aquí se ignora (tipo de comentario #1) */
// Esto también es un comentario, esta línea se ignora (tipo de comentario #2)
#Esto también es un comentario, nuevamente esta línea se ignora (tipo de comentario # 3)
/* UnrealIRCd hace un uso intensivo de módulos. Los módulos le permiten
* personalizar el conjunto de funciones que desea habilitar en UnrealIRCd.
* Vea más: https://www.unrealircd.org/docs/Modules
*
* Al usar la inclusión a continuación, le indicamos al IRCd que lea el archivo
* 'modules.default.conf' este cargará más de 150 módulos
* cargados con UnrealIRCd. En otras palabras: esto simplemente cargará
* todas las funciones disponibles en UnrealIRCd.
* Si está configurando UnrealIRCd por primera vez, le sugerimos
* utilizar este. Entonces, cuando todo esté en funcionamiento, puedes venir
* volver más tarde para personalizar la lista (si así lo desea).
*/
include "modules.default.conf";
/* Ahora incluyamos algunos otros archivos:
* - help / help.conf para nuestro sistema on-IRC /HELPOP
* - badwords.conf para canal y modo de usuario +G
* - spamfilter.conf como ejemplo de uso de filtro de texto.
* (comentado)
* - operclass.default.conf contiene algunas buenas operclasses que
* puedes usarlo en tus bloques operativos.
*/
include "help/help.conf";
include "badwords.conf";
//include "spamfilter.conf";
include "operclass.default.conf";
/* Este es el bloque me {} que básicamente dice quiénes somos.
* Define el nombre de nuestro servidor, alguna línea de información y un "sid" único.
* La identificación del servidor (sid) debe comenzar con un dígito seguido de dos dígitos o
* letras. El sid debe ser único para su red IRC (cada servidor debe
* tiene su propio sid).
*/
me {
name "irc.ejemplo.org";
info "Servidor EjemploNET";
sid "001";
}
/* El bloque admin {} define lo que los usuarios verán si escriben /ADMIN.
* Normalmente contiene información sobre cómo contactar al administrador.
*/
admin {
"Bob Smith";
"bob";
"correo-electrónico@ejemplo.org";
}
/* Los clientes y servidores se colocan en bloques de clase {}, los definimos aquí.
* Los bloques de clase constan de los siguientes elementos:
* - pingfreq: con qué frecuencia hacer ping a un usuario /servidor (en segundos)
* - connfreq: con qué frecuencia intentamos conectarnos a este servidor (en segundos)
* - sendq: el tamaño máximo de cola para una conexión
* - recvq: cola de recepción máxima de una conexión (control de inundaciones)
*/
/* Clase de cliente con buenos valores predeterminados */
class clients
{
pingfreq 90;
maxclients 1000;
sendq 200k;
recvq 8000;
}
/* Clase especial para IRCOps con límites superiores */
class opers
{
pingfreq 90;
maxclients 50;
sendq 1M;
recvq 8000;
}
/* Clase de servidor con buenos valores predeterminados */
class servers
{
pingfreq 60;
connfreq 15; /* intenta conectarte cada 15 segundos */
maxclients 10; /* máximo de servidores */
sendq 20M;
}
/* Bloques de permitir definen qué clientes pueden conectarse a este servidor.
* Esto le permite agregar una contraseña de servidor o restringir el servidor a
* IP específicas únicamente. También configuras las conexiones máximas
* permitido por IP aquí.
* Ver también: https://www.unrealircd.org/docs/Allow_block
*/
/* Permitir que todos entren, pero solo 3 conexiones por IP */
allow {
mask *;
class clients;
maxperip 3;
}
/* Ejemplo de un bloque de permiso especial en una IP específica:
* Requiere que los usuarios de esa IP se conecten con una contraseña. Si la contraseña
* es correcto, entonces permite 20 conexiones en esa IP.
*/
allow {
mask 192.0.2.1;
class clients;
password "algunacontraseña";
maxperip 20;
}
/* Los bloques de operaciones definen sus operadores de IRC.
* Los operadores de IRC son personas que tienen "derechos adicionales" en comparación con otros,
* por ejemplo, pueden /KILL a otras personas, iniciar la vinculación del servidor,
* /JOIN a canales aunque estén prohibidos, etc.
*
* Para obtener más información sobre cómo convertirse en un IRCOp y cómo administrar
* tareas, consulte: https://www.unrealircd.org/docs/IRCOp_guide
*
* Para obtener detalles sobre el bloque oper {} en sí, consulte
* https://www.unrealircd.org/docs/Oper_block
*/
/* Aquí hay un ejemplo de bloque de operador para 'bobsmith' con contraseña 'test'.
* ¡¡DEBES cambiar esto !!
*/
oper bobsmith {
class opers;
mask *@*;
password "test";
/* Los permisos de operador se definen en un bloque 'operclass'.
* Ver https://www.unrealircd.org/docs/Operclass_block
* UnrealIRCd viene con una serie de bloques predeterminados, consulte
* el artículo para una lista completa. Elegimos 'netadmin' aquí.
*/
operclass netadmin;
swhois "es un Administrador de Red";
vhost netadmin.ejemplo.org;
}
/* Los bloques de escucha definen los puertos donde el servidor debe escuchar.
* En otras palabras: los puertos que los clientes y servidores pueden usar para
* conectarse a este servidor.
*
* Sintaxis:
* listen {
* {
* ip <ip>;
* port <puerto>;
* options {
* <opciones....>;
* }
* }
*/
/* Puerto estándar para IRC 6667 */
listen {
ip *;
port 6667;
}
/* Puerto estándar para IRC SSL/TLS 6697 */
listen {
ip *;
port 6697;
options { tls; }
}
/* Puerto especial SSL/TLS servers-only/(Solo servidores) para enlaces */
listen {
ip *;
port 6900;
options { tls; serversonly; }
}
/* NOTA: Si está en una shell IRCd con varias IP y usa
* los bloques listen {} anteriores, es probable que obtenga un
* Error "address is already in use" y el ircd no se inicia.
* Esto significa que DEBE vincularse a una IP específica en lugar de '*' como:
* escuchar { ip 1.2.3.4; puerto 6667; }
* Por supuesto, reemplace la IP con la IP que se le asignó.
*/
/*
* Los bloques de enlaces le permiten enlazar varios servidores para formar una red.
* Ver https://www.unrealircd.org/docs/Tutorial:_Linking_servers
*/
link hub.ejemplo.org
{
incoming {
mask *@algo;
}
outgoing {
bind-ip *; /* o explícitamente una IP */
hostname hub.ejemplo.org;
port 6900;
options { tls; }
}
/* Usamos la huella digital SPKI del otro servidor para la autenticación.
* Ejecute './unrealircd spkifp' en el otro lado para obtenerlo.
*/
password "AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTTUUV=" { spkifp; }
class servers;
}
/* El bloqueo de enlaces para servicios suele ser mucho más sencillo.
* Para obtener más información sobre qué son los Servicios,
* ver https://www.unrealircd.org/docs/Services
*/
link servicios.ejemplo.org
{
incoming {
mask 127.0.0.1;
}
password "cambiameporfavor";
class servers;
}
/* Las líneas U dan a otros servidores (incluso) más poder/comandos.
* Si utiliza servicios debe agregarlos aquí.
* ¡¡¡NUNCA ponga aquí el nombre de un servidor UnrealIRCd !!!
*/
ulines {
servicios.ejemplo.org;
}
/* Aquí puede agregar una contraseña para los comandos solo IRCOp /DIE y /RESTART.
* Esto está destinado principalmente a proporcionar una pequeña protección contra accidentes
* se reinicia y el servidor se mata.
*/
drpass {
restart "reiniciar";
die "muere";
}
/* El bloque de registros define qué se debe registrar y en qué archivo.
* Ver también https://www.unrealircd.org/docs/Log_block
*/
/* Este es un buen valor predeterminado, registra todo */
log "ircd.log" {
flags {
oper;
connects;
server-connects;
kills;
errors;
flood;
sadmin-commands;
chg-commands;
oper-override;
tkl;
spamfilter;
}
}
/ * Con "aliases" puedes crear un alias como /ALGO para enviar un mensaje
* algún usuario o bot. Suelen utilizarse para servicios.
*
* Tenemos varios archivos de alias preestablecidos, consulte el directorio alias /.
* Como ejemplo, aquí incluimos todos los alias utilizados para los servicios de anope.
* /
include "aliases/anope.conf";
/* Prohibir los apodos para que no puedan ser utilizados por usuarios habituales. */
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reservado para Servicios";
}
/* Prohibir ip.
* Tenga en cuenta que normalmente se usa /KLINE, /GLINE y /ZLINE para esto.
*/
ban ip {
mask 195.86.232.81;
reason "Te odio";
}
/* Ban server - if we see this server linked to someone then we delink */
ban server {
mask eris.berkeley.edu;
reason "Sal de aquí.";
}
/* Banear un user - solo como ejemplo, normalmente usa /KLINE or /GLINE para esto */
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiota";
}
/* Banear realname te permite prohibir clientes en función de su 'nombre real'
* o campo 'gecos'.
*/
ban realname {
mask "Equipo Swat";
reason "mIRKFORCE";
}
ban realname {
mask "sub7server";
reason "sub7";
}
/* Excepciones de prohibición y TKL. Le permite eximir a los usuarios/máquinas de
* KLINE, GLINE, etc.
* Si es un IRCOp con una IP estática (y no hay personas que no sean de confianza en esa IP)
* entonces le sugerimos que se agregue aquí. De esa manera siempre puedes entrar
* incluso si accidentalmente te aplicas una prohibición de * LINE.
*/
/* Excepciones, te protege de KLINE and ZLINE */
except ban {
mask *@192.0.2.1;
// puede agregar más entradas de máscara aquí..
}
/* excepto prohibir con tipo 'all' te protege de GLINE, GZLINE, QLINE, SHUN */
except ban {
mask *@192.0.2.1;
type all;
}
/* Con deny dcc puedes prohibir nombres de archivo para DCC */
deny dcc {
filename "*sub7*";
reason "Posible Sub7 Virus";
}
/* deny channel te perimte banear un canal entero (mascará) */
deny channel {
channel "*warez*";
reason "Warez es ilegal";
class "clients";
}
/* VHosts (Virtual Hosts) permite a los usuarios adquirir un host diferente.
* Ver https://www.unrealircd.org/docs/Vhost_block
*/
/* Ejemplo de vhost que puede usar. En el tipo de IRC: /VHOST test test
* NOTA: solo las personas con un host 'unrealircd.com' pueden usarlo así
* asegúrese de cambiar vhost :: mask antes de realizar la prueba.
*/
vhost {
vhost odio.microsefrs.com;
mask *@unrealircd.com;
login "testeo";
password "testeo";
}
/* Los bloques de lista negra consultarán un servicio de lista negra de DNS externo
* cada vez que un usuario se conecta, para ver si se conoce la dirección IP
* por causar ataques con drones, es una máquina pirateada conocida, etc.
* Documentación: https://www.unrealircd.org/docs/Blacklist_block
* O simplemente eche un vistazo a los bloques a continuación.
*/
/* DroneBL, probablemente la lista negra más popular utilizada por los servidores IRC.
* Consulte https://dronebl.org/ para obtener su documentación y el
* significado de los tipos de respuesta. En el momento de escribir este artículo utilizamos tipos:
* 3: IRC Drone, 5: Embotellador, 6: Spambot o drone desconocido,
* 7: DDoS Drone, 8: Proxy SOCKS, 9: Proxy HTTP, 10: ProxyChain,
* 11: Proxy de página web, 12: Open DNS Resolver, 13: Atacantes de fuerza bruta,
* 14: Proxy Wingate abierto, 15: Enrutador / puerta de enlace comprometido,
* 16: Gusanos de autorooting.
*/
blacklist dronebl {
dns {
name dnsbl.dronebl.org;
type record;
reply { 3; 5; 6; 7; 8; 9; 10; 11; 12; 13; 14; 15; 16; }
}
action gline;
ban-time 24h;
reason "Proxy/Drone detectado. Consulte https://dronebl.org/lookup?ip=$ip para más detalles.";
}
/* EFnetRBL, consulte https://rbl.efnetrbl.org/ para obtener documentación
* y el significado de los tipos de respuesta.
* Al momento de escribir este artículo: 1 es proxy abierto, 4 es TOR, 5 es drones/flooding.
*
* NOTA: Si desea permitir proxies TOR en su servidor, entonces
* necesita eliminar el '4;' a continuación en la sección de respuesta.
*/
blacklist efnetrbl {
dns {
name rbl.efnetrbl.org;
type record;
reply { 1; 4; 5; }
}
action gline;
ban-time 24h;
reason "Proxy/Drone detectado. Consulte https://rbl.efnetrbl.org/?i=$ip para más detalles.";
}
/* Puede incluir otros archivos de configuración */
/* include "klines.conf"; */
/* Configuración de la red */
set {
network-name "EjemploNET";
default-server "irc.ejemplo.org";
services-server "services.ejemplo.org";
stats-server "stats.ejemplo.org";
help-channel "#Ayuda";
hiddenhost-prefix "Clk";
prefix-quit "Quit";
/* Las claves de ocultación deben ser las mismas en todos los servidores de la red.
* Se utilizan para generar hosts enmascarados y deben mantenerse en secreto.
* Las claves deben ser 3 cadenas aleatorias de 50-100 caracteres
* y debe constar de minúsculas (a-z), mayúsculas (A-Z) y dígitos (0-9).
* SUGERENCIA: en * NIX, puede ejecutar './unrealircd gencloak' en su shell/Vps para
* que UnrealIRCd genere 3 cadenas aleatorias para ti.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"uno más";
"y otro más";
}
}
/* Configuración específica del servidor */
set {
kline-address "setea.un.correo.electrónico"; /* Correo electrónico o URL que se muestra cuando un usuario está baneado */
modes-on-connect "+ixw"; /* cuando los usuarios se conectan, obtendrán estos modos de usuario */
modes-on-oper "+xws"; /* cuando alguien se convierte en IRCOp obtendrá estos modos */
modes-on-join "+nt"; /* modos de canal predeterminados cuando se crea un nuevo canal */
oper-auto-join "#opers"; /* Las IRCOps se unen automáticamente a este canal. */
options {
hide-ulines; /* ocultar las líneas U en /MAP and /LINKS */
show-connect-info; /* muestra "looking up your hostname" cuando conectas */
}
maxchannelsperuser 10; /* Número máximo de canales que un usuario puede /JOIN */
/* El tiempo mínimo que un usuario debe estar conectado antes de que se le permita
* usar un mensaje QUIT. Con suerte, esto ayudará a detener el spam.
*/
anti-spam-quit-message-time 10s;
/* O simplemente setea un quit estático, significa que cualquier /QUIT es ignorado */
/* static-quit "Client quit"; */
/* static-part hace lo mismo para /PART */
/* static-part yes; */
/* Protección contra flood:
* Hay muchas configuraciones para esto y la mayoría tienen buenos valores predeterminados.
* Ver https://www.unrealircd.org/docs/Set_block#set::anti-flood
*/
anti-flood {
}
/* Opciones de Filtro de texto */
spamfilter {
ban-time 1d; /* la duracion por defecto de un *LINE seteado por el filtro de texto */
ban-reason "Spam/Publicidad"; /* razón por defecto */
virus-help-channel "#ayuda"; /* canal de uso para 'viruschan' */
/* except "#ayuda"; inmunidad para el canal Ayuda del filtro de texto */
}
/* Restringir ciertos comandos.
* Ver https://www.unrealircd.org/docs/Set_block#set::restrict-commands
*/
restrict-commands {
list {
connect-delay 60;
exempt-identified yes;
exempt-reputation-score 24;
}
invite {
connect-delay 120;
exempt-identified yes;
exempt-reputation-score 24;
}
/* Además de la capacidad de restringir cualquier comando,
* como se muestra arriba. También hay 4 tipos especiales
* que puede restringir. Estos son "private-message",
* "private-notice", "channel-message" y "channel-notice".
* Están comentados (desactivados) en este ejemplo:
*/
//private-message {
// connect-delay 10;
//}
//private-notice {
// connect-delay 10;
//}
}
}
/*
* Lo siguiente configurará la limitación de la conexión de "unknown users".
*
* Cuando UnrealIRCd detecta una gran cantidad de usuarios que se conectan desde direcciones IP
* que no se han visto antes, se rechazan las conexiones de las nuevas IP
* por encima de la configuración establecida. Por ejemplo, 10:60 solo pueden conectarse 10 usuarios por minuto
* que no se hayan visto antes. Las direcciones IP conocidas siempre pueden ingresar,
* independientemente de la configuración establecida. Lo mismo para los usuarios que inician sesión con SASL.
*
* Consulte también https://www.unrealircd.org/docs/Connthrottle para obtener más detalles.
* O simplemente siga leyendo los ajustes de configuración predeterminados a continuación:
*/
set {
connthrottle {
/* Primero debemos configurar lo que llamamos "known users".
* De forma predeterminada, estos son usuarios en direcciones IP que tienen
* una puntuación de 24 o más. Una puntuación de 24 significa que
* La IP estuvo conectada a esta red durante al menos 2 horas
* en el último mes (o mínimo 1 hora si está registrado).
* La opción sasl-bypass es otra configuración. Significa
* que los usuarios que se autentican en los servicios a través de SASL
* también se consideran usuarios conocidos.
* Usuarios del grupo "known users" (ya sea por reputación
* o por SASL) siempre están permitidos por este módulo.
*/
known-users {
minimum-reputation-score 24;
sasl-bypass yes;
}
/* Los nuevos usuarios son todos los usuarios que no pertenecen al
* grupo de usuarios conocidos. Se consideran "nuevos" y en
* caso de un gran número de nuevos usuarios que se conectan
* están sujetos a limitación de velocidad de conexión.
* Por defecto, la configuración es de 20 nuevos usuarios locales por minuto.
* y 30 nuevos usuarios globales por minuto.
*/
new-users {
local-throttle 20:60;
global-throttle 30:60;
}
/* Esta configuración es para cuando este módulo NO este activo.
* La configuración predeterminada deshabilitará el módulo cuando:
* - El módulo de reputación se ha estado ejecutando durante menos de
* una semana. Si se ejecuta menos de 1 semana, entonces hay
* Datos insuficientes para considerar quién es un "known users".
* - El servidor acaba de iniciarse (primeros 3 minutos).
*/
disabled-when {
reputation-gathering 1w;
start-delay 3m;
}
}
}
/* Finalmente, es posible que desee tener un MOTD (Mensaje del día), esto puede ser
* hecho creando un archivo de texto 'ircd.motd' en su directorio conf /.
* Este archivo se mostrará a sus usuarios al conectarse.
* Para obtener más información, consulte https://www.unrealircd.org/docs/MOTD_and_Rules
*/
/*
* ¿Problemas o necesita más ayuda?
* 1) https://www.unrealircd.org/docs/Main_Page/es
* 2) https://www.unrealircd.org/docs/FAQ <- ¡responde el 80% de sus preguntas!
* 3) Si aún tiene problemas, puede obtener asistencia:
* - Foros: https://forums.unrealircd.org/
* - IRC: irc.unrealircd.org (SSL en el puerto 6697) / #unreal-support
* Tenga en cuenta que primero le pedimos que lea la documentación y las preguntas frecuentes.
*/
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/* Fichier de configuration pour UnrealIRCd 5
*
* Copiez ce fichier dans le répertoire conf/, renommez le
* 'unrealircd.conf' et parcourez-le ligne par ligne (modifiez le !)
*
* Important : Toutes les lignes, sauf celles ne comportant qu'un {
* ouvrant, doivent finir par un ; y compris };. C'est très important,
* car si vous oubliez un ; quelque part, alors le parser du fichier de
* configuration se plaindra et votre fichier ne sera pas lu correctement !
* S'il s'agit de votre première expérience avec le fichier de configuration
* d'UnrealIRCd, nous vous recommandons de vous documenter un peu à propos
* de la syntaxe. Ça ne vous prendra que quelques minutes et vous aidera
* beaucoup :
* https://www.unrealircd.org/docs/Configuration#Configuration_file_syntax
*
* Documentation pour UnrealIRCd 5 (très complète !) :
* https://www.unrealircd.org/docs/UnrealIRCd_5_documentation/fr
*
* Foire Aux Questions :
* https://www.unrealircd.org/docs/FAQ
*
*/
/* Ceci est un commentaire, ici, tout le texte est ignoré (type #1) */
// Ceci est aussi un commentaire, cette ligne est ignorée (type #2)
# Ceci est aussi un commentaire, cette ligne est ignorée (type #3)
/* UnrealIRCd utilise beaucoup les modules. Ceux-ci vous permettent
* de personnaliser complètement les fonctionnalités que vous voulez
* activer sur UnrealIRCd.
* Voir : https://www.unrealircd.org/docs/Modules
*
* En utilisant la ligne include ci-dessous, nous indiquons à l'IRCd de
* lire le fichier 'modules.default.conf' ce qui activera plus de 150
* modules fournis avec UnrealIRCd. En d'autres termes, ceci activera
* toutes les fonctionnalités disponibles d'UnrealIRCd.
* Si vous configurez UnrealIRCd pour la première fois, nous vous
* conseillons d'utiliser cette ligne. Après, lorsque tout fonctionnera
* vous pourrez revenir personnaliser la liste (si vous le souhaitez).
*/
include "modules.default.conf";
/* Incluons aussi d'autres fichiers :
* - help/help.conf pour le système d'aide sur IRC via /HELPOP
* - badwords.conf pour le mode utilisateur et de salon +G
* - spamfilter.conf comme exemple d'utilisation de spamfilter
* - operclass.default.conf qui contient les classes d'opérateurs
* par défaut à utiliser dans vos blocs oper.
*/
include "help/help.conf";
include "badwords.conf";
//include "spamfilter.conf";
include "operclass.default.conf";
/* Le bloc me { } indique qui est le serveur.
* Il définit le nom du serveur, une ligne d'informations et un identifiant
* "sid" unique. L'id du serveur (sid) doit commencer par un chiffre suivit
* de deux chiffres ou lettres. Le sid doit être unique sur votre réseau IRC
* (chaque serveur doit avoir un sid différent).
*/
me {
name "irc.example.org";
info "Serveur ExampleNET";
sid "001";
}
/* Le bloc admin { } définit ce que les utilisateurs verront en faisant
* /ADMIN. C'est généralement des infos de contact de l'administrateur.
*/
admin {
"Bob Smith";
"bob";
"adresse.email@example.org";
}
/* Les clients et serveurs sont placés dans des classes, que nous
* définissons dans ces blocs class { }.
* Les blocs de classe comportent les éléments suivants :
* - pingfreq: à quelle fréquence envoyer un ping à l'utilisateur ou au
* serveur (en secondes)
* - connfreq: à quelle fréquence on essaye de se connecter à ce serveur
* (en secondes)
* - sendq: la taille maximale de la queue d'émission pour une connexion
* - recvq: la taille maximale de la queue de réception pour une connexion
* (contrôle du flood)
*/
/* Classe pour des clients */
class clients
{
pingfreq 90;
maxclients 1000;
sendq 200k;
recvq 8000;
}
/* Classe spéciale pour des IRCOps avec des limites plus hautes */
class opers
{
pingfreq 90;
maxclients 50;
sendq 1M;
recvq 8000;
}
/* Classe pour des serveurs */
class servers
{
pingfreq 60;
connfreq 15; /* essayer de se connecter toutes les 15 sec */
maxclients 10; /* nombre max de serveurs */
sendq 5M;
}
/* Les blocs allow définissent quels clients peuvent se connecter au
* serveur. Ils vous permettent d'ajouter un mot de passe ou de restreindre
* le serveur à certaines IP seulement. C'est aussi là que vous configurez
* le nombre maximum de connexions par IP.
* Voir : https://www.unrealircd.org/docs/Allow_block
*/
/* Accepter tout le monde, mais seulement 5 connexions par IP */
allow {
mask *;
class clients;
maxperip 5;
}
/* Exemple de bloc allow spécial pour une IP donnée :
* Les utilisateurs sur cette IP doivent se connecter avec un mot de passe.
* S'il est correct, alors autoriser 20 connexions sur cette IP.
*/
allow {
mask 192.0.2.1;
class clients;
password "unmotdepassesecret";
maxperip 20;
}
/* Les blocs oper définissent vos Opérateurs IRC.
* Les Opérateurs IRC sont des utilisateurs avec des "droits en plus"
* par rapport aux autres, par exemple, ils peuvent /KILL (déconnecter)
* d'autres utilisateurs, faire se connecter des serveurs entre eux,
* /JOIN des salons même s'ils sont bannis, etc ...
* Voir aussi : https://www.unrealircd.org/docs/Oper_block
*/
/* Voici un exemple de bloc oper pour 'bobsmith' avec le mot de
* passe 'test'.
* Vous DEVEZ le modifier !!
*/
oper bobsmith {
class opers;
mask *@*;
password "test";
/* Les permissions Oper sont définies dans un bloc 'operclass'.
* Voir https://www.unrealircd.org/docs/Operclass_block
* UnrealIRCd est fourni avec des classes par défaut, voir la doc
* pour une liste complète. Nous avons choisi 'netadmin' ici.
*/
operclass netadmin;
swhois "est un Administrateur du Réseau";
vhost netadmin.example.org;
}
/* Les blocs listen définissent les ports sur lesquels le serveur écoute.
* C'est-à-dire les ports que les clients et les serveurs utilisent pour
* se connecter à ce serveur.
*
* Syntaxe :
* listen
* {
* ip <adresse ip>;
* port <numéro de port>;
* options {
* <options....>;
* }
* }
*/
/* Port standard pour IRC 6667 */
listen {
ip *;
port 6667;
}
/* Port standard pour IRC sur SSL/TLS 6697 */
listen {
ip *;
port 6697;
options { tls; }
}
/* Port SSL/TLS spécial pour la connexion entre serveurs */
listen {
ip *;
port 6900;
options { tls; serversonly; }
}
/* NOTE : Si vous utilisez un serveur IRC avec plusieurs IP et que vous
* utilisez les blocs listen ci-dessus, vous aurez peut-être une
* erreur 'Address already in use' et l'IRCd ne démarrera pas.
* Celle-ci indique que vous devez préciser une IP spécifique
* au lieu de '*'. Exemple :
* listen 1.2.3.4:6667;
* Bien sûr, remplacez 1.2.3.4 par l'IP qui vous est assignée.
*/
/*
* Les blocs link vous permettent de connecter plusieurs serveurs ensemble
* pour former un réseau IRC.
* Voir https://www.unrealircd.org/docs/Tutorial:_Linking_servers
*/
link hub.example.org
{
incoming {
mask *@something;
}
outgoing {
bind-ip *; /* ou une IP précise */
hostname hub.example.org;
port 6900;
options { tls; }
}
password "00:11:22:33:44:55:66:77:88:99:AA:BB:CC:DD:EE:FF"; /* Empreinte SSL de l'autre serveur */
class servers;
}
/* Les U-lines donnent encore plus de pouvoir à certains serveurs.
* Si vous utilisez des Services, vous devez les indiquer ici.
* NE JAMAIS indiquer le nom d'un serveur UnrealIRCd normal ici !!!
* (Si vous ne savez pas ce que sont les Services, voir :
* https://www.unrealircd.org/docs/Services )
*/
ulines {
services.example.org;
}
/* Ici vous pouvez indiquer un mot de passe pour les commandes /DIE et
* /RESTART, qui sont restreintes aux IRCops.
* Il s'agit surtout d'une petite protection contre les redémarrages et
* les coupures de serveur accidentels.
*/
drpass {
restart "restart";
die "die";
}
/* Le bloc log indique ce qui doit être journalisé et dans quel fichier.
* Voir aussi https://www.unrealircd.org/docs/Log_block
*/
/* Ceci est une bonne valeur par défaut, elle journalise presque tout */
log "ircd.log" {
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
tkl;
spamfilter;
}
}
/* Avec des "alias", vous pouvez créer un alias comme /UNTRUC pour envoyer
* un message à un utilisateur ou à un bot. Ils sont souvent utilisés pour
* les services.
*
* Nous fournissons un certain nombre d'alias par défaut, voir les fichiers
* du répertoire aliases/.
* Pour exemple, ici nous ajoutons les alias pour les Services Anope.
*/
include "aliases/anope.conf";
/* Bannir des nicks pour qu'ils ne soient pas utilisables par des
* utilisateurs normaux
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Réservé aux Services";
}
/* Bannir une IP.
* NB : vous pouvez aussi utiliser /KLINE, /GLINE et /ZLINE pour ça.
*/
ban ip {
mask 195.86.232.81;
reason "Je vous hais !";
}
/* Bannir un serveur - si ce serveur est connecté au réseau, nous nous
* déconnecterons
*/
ban server {
mask eris.berkeley.edu;
reason "Va-t-en d'ici.";
}
/* Bannir un utilisateur - juste pour l'exemple, on utilise normalement
* /KLINE or /GLINE pour ça
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
}
/* Bannir un realname (ou 'gecos') */
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
}
ban realname {
mask "sub7server";
reason "sub7";
}
/* Exceptions de ban et TKL. Vous permet d'exempter des utilisateurs des
* KLINE, GLINE, etc ...
* Si vous êtes un IRCOp avec une IP statique (et qu'il n'y a que des
* personnes de confiance sur cette IP), alors vous pouvez vous ajouter ici.
* Ainsi, vous pourrez toujours vous connecter même si vous vous bannissez
* accidentellement.
*/
/* except ban vous protège des KLINE et ZLINE */
except ban {
mask *@192.0.2.1;
// vous pouvez ajouter d'autres lignes mask à la suite
}
/* except ban avec le type 'all' vous protège des GLINE, GZLINE, QLINE, SHUN */
except ban {
mask *@192.0.2.1;
type all;
}
/* Avec un bloc deny dcc vous pouvez interdire des noms de fichiers dans
* les échanges DCC
*/
deny dcc {
filename "*sub7*";
reason "Possible virus Sub7";
}
/* deny channel vous permet d'interdire des masques de noms de salons */
deny channel {
channel "*warez*";
reason "Le warez est illegal";
class "clients";
}
/* Les VHosts (Virtual Hosts - Hôtes Virtuels) permettent aux utilisateurs
* d'avoir un nom d'hôte différent.
* Voir https://www.unrealircd.org/docs/Vhost_block
*/
/* Vhost d'exemple. Sur IRC, entrez /VHOST test test
* NOTE : seuls les utilisateurs avec un nom d'hôte 'unrealircd.com'
* peuvent l'utiliser, donc modifiez vhost::mask avant de tester.
*/
vhost {
vhost i.hate.microsefrs.com;
mask *@unrealircd.com;
login "test";
password "test";
}
/* Vous pouvez inclure d'autres fichiers de configuration */
/* include "klines.conf"; */
/* Configuration du réseau */
set {
network-name "ExampleNET";
default-server "irc.example.org";
services-server "services.example.org";
stats-server "stats.example.org";
help-channel "#Help";
hiddenhost-prefix "Clk";
prefix-quit "Quit";
/* Les clés de cloaking doivent être identiques sur tous les serveurs
* d'un réseau. Elles sont utilisées pour générer les noms d'hôtes
* masqués et doivent être gardées secrètes. Les clés doivent être
* 3 chaînes de 5 à 100 caractères aléatoires (entre 10 et 20 suffisent)
* et ne comporter que des minuscules (a-z), des majuscules (A-Z) et des
* chiffres (0-9). (voir l'exemple)
* NB : sur *NIX, vous pouvez exécuter './unreal gencloak' sur votre
* serveur pour que Unreal génère 3 clés aléatoires pour vous.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"et une autre";
"et une troisième";
}
}
/* Configuration spécifique au serveur */
set {
kline-address "indiquez.une.adresse.email"; /* e-mail ou URL indiquée lorsqu'un utilisateur est banni */
modes-on-connect "+ixw"; /* modes utilisateur ajoutés lorsqu'un utilisateur se connecte */
modes-on-oper "+xws"; /* modes utilisateur ajoutés lorsqu'un utilisateur devient IRCOp */
oper-auto-join "#opers"; /* salon que les IRCOps joignent automatiquement */
options {
hide-ulines; /* cacher les U-lines de /MAP et /LINKS */
show-connect-info; /* afficher les messages "looking up your hostname" à la connexion */
}
maxchannelsperuser 10; /* nombre max de salons par utilisateur */
/* Temps minimum qu'un utilisateur doit rester connecter avant de pouvoir
* utiliser un message de QUIT. Le but est pour réduire le spam.
*/
anti-spam-quit-message-time 10s;
/* Ou indiquez un message de QUIT constant, ce qui fait que les raisons
* de /QUIT sont ignorées.
*/
/* static-quit "Le client a quitté"; */
/* static-part fait la même chose pour /PART */
/* static-part yes; */
/* Protections anti-flood.
* Voir: https://www.unrealircd.org/docs/Set_block#set::anti-flood
*/
anti-flood {
}
/* Paramètres de Spamfilter */
spamfilter {
ban-time 1d; /* durée par défaut des bans *LINE ajoutés par spamfilter */
ban-reason "Spam/Publicité"; /* raison par defaut */
virus-help-channel "#help"; /* salon par défaut pour l'action 'viruschan' */
/* except "#help"; salon à exempter de Spamfilter */
}
}
/*
* Un problème ou besoin d'aide supplémentaire ?
* 1) https://www.unrealircd.org/docs/UnrealIRCd_4_documentation/fr
* 2) https://www.unrealircd.org/docs/FAQ <- répond à 80% des questions !
* 3) Si vous avez toujours des problèmes, vous pouvez aller sur
* irc.unrealircd.org #unreal-support,
* mais nous exigeons que vous lisiez LA DOCUMENTATION et la FAQ d'abord !
*/
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@@ -1,504 +0,0 @@
/* UnrealIRCd 5 için yapılandırma dosyası
* Türkçe Çeviri: Diablo - (Serkan Sepetçi)
* İletişim: irc.trirc.com:6667 - diablo@unrealircd.org
*
* Biz buna basit bir 'unrealircd.conf' dosyası diyoruz.
* Bu dosyası satır satır editleyip conf/ dizinine kopyalayınız. (düzenleyin!)
*
* Önemli: Satırların hepsi, açılış başına { satır sonuna ;
* }; dahil edin. Bu çok önemli, eğer siz ayrıştırıcıyı ;
* eksik koyarsanız yapılandırma dosyası hata verecek
* ve dosya doğru işlemde olmayacaktır!
* Bu sizin UnrealIRCd yapılandırması ile ilk deneyiminiz ise
* dosyayı okumanız için birkaç dakika ayırmanızı öneniriz,
* bu size bilgi edinmeniz açısından yardımcı olacaktır:
* https://www.unrealircd.org/docs/Configuration#Configuration_file_syntax
*
* UnrealIRCd 5 belgeleme (çok geniş!):
* https://www.unrealircd.org/docs/UnrealIRCd_5_documentation
*
* Sıkça Sorulan Sorular:
* https://www.unrealircd.org/docs/FAQ
*
*/
/* Bu bir açıklamadır, burada tüm metin göz ardı edilir (açıklama tipi #1) */
// Bu da bir açıklamadır, bu satır göz ardı edilir (açıklama tipi #2)
# Bu da bir açıklamadır, bu satır yine göz ardı edilir (açıklama tipi #3)
/* UnrealIRCd yoğun modul kullanımını kolaylaştırır. UnrealIRCd'de
* etkinleştirmek istediğiniz özellikleri tamamen moduller ile aktif edebilirsiniz.
* Görmek için; https://www.unrealircd.org/docs/Modules
*
* Biz 'modules.default.conf' dosyasını okumak için IRCd talimatı altında kullanarak
* UnrealIRCd ile birlikte gelen 150'den fazla modülleri yükleyecektir.
* Başka bir deyişle: Bu sadece UnrealIRCd'de mevcut tüm özelliklerini yükleyecektir.
* İlk kez UnrealIRCd kuruyorsanız size bunu kullanmanızı öneririz.
* UnrealIRCd'yi ilk kez kuruyorsanız bunu kullanmanızı öneririz.
* Daha sonra her şey hazır olduğunda ve çalışıyorsa (eğer isterseniz)
* listeyi özelleştirmek için geri dönebilirsiniz.
*/
include "modules.default.conf";
/* Şimdi de diğer bazı dosyaları dahil edelim:
* - help/help.conf /HELPOP sistemi
* - badwords.conf kanal ve kullanıcı modu için +G
* - spamfilter.conf için örnek olarak spamfilter kullanımı
* - operclass.default.conf oper bloklarında kullanabileceğiniz
* oper sınıflarını görüntüler.
*/
include "help/help.conf";
include "badwords.conf";
//include "spamfilter.conf";
include "operclass.default.conf";
/* me { } bloğu genelde kim olduğumuzu belirtir.
* Sunucumuz için isim, birkaç satır bazı bilgileri belirler "sid".
* Sunucu kimliği (sid) iki basamağı veya harf tarafından izlenen bir rakam ile
* başlamalıdır. Sid IRC ağı için benzersiz olmalıdır (her sunucu için
* kendi sid olmalıdır).
*/
me {
name "irc.example.org";
info "ExampleNET Server";
sid "001";
}
/* admin { } bloğu /ADMIN sorgusunda kullanıcılara görüntülenecek metni belirler.
* Normalde yöneticiye ulaşma konusunda bilgi içerir.
*/
admin {
"Bob Smith";
"bob";
"email@example.org";
}
/* Kullanıcılar ve sunucular için class { } bloğu belirtilir.
* Class blokları aşağıdaki işlemlerden oluşur:
* - pingfreq: kullanıcı/sunucu için ping'ler arası zaman belirtir (saniyede)
* - connfreq: sunucuya bağlanmaya çalıştığınızda tekrar için zaman belirtir (saniyede)
* - sendq: bir bağlantı için maksimum veri boyutu
* - recvq: bir bağlantı için maksimum alınan veri boyutu (flood kontrol)
*/
/* Kullanıcılar için varsayılan class ayarları */
class clients
{
pingfreq 90;
maxclients 1000;
sendq 200k;
recvq 8000;
}
/* IRCOp'lar için varsaylan yüksek limitli özel class ayarları */
class opers
{
pingfreq 90;
maxclients 50;
sendq 1M;
recvq 8000;
}
/* Sunucular için varsayılan class ayarları */
class servers
{
pingfreq 60;
connfreq 15; /* Her 15 saniyede bir bağlanmayı dener */
maxclients 10; /* maksimum kullanıcı */
sendq 5M;
}
/* Allow blockları sunucunuza kimlerin bağlanabileceğini belirtir.
* Bir sunucu şifresi eklenebilir veya belirlitilen bir IP adresi için
* giriş izini verilebilir. Ayrıca IP başına ne kadar bağlantıya izin
* verileceğini belirtir.
* Görmeniz için: https://www.unrealircd.org/docs/Allow_block
*/
/* IP başına sadece 5 bağlantı izini verir */
allow {
mask *;
class clients;
maxperip 3;
}
/* Örnek olarak özel bir IP bloğu izini:
* Bu IP bir şifre ile bağlantı yapması olduğunu gerektirir.
* Şifre doğru ise o zaman bu IP 20 bağlantıya izin verecektir.
*/
allow {
mask 192.0.2.1;
class clients;
password "somesecretpasswd";
maxperip 20;
}
/* Oper bloğu, IRC Operatorleri tanımlar.
* IRC Operatörler, diğer kullanıcılara göre "ekstra haklara" sahip kullanıcılardır.
* örneğin diğer kullanıcılara /KILL uygulayabilmesi, sunucu birleştirmesinin başlatılması,
* /JOIN yaptığı odalardan banlansa bile tekrar giriş yapabilmesi, vs.
*
* IRCOp olmak ve nasıl Admin olunacağı hakkında daha fazla bilgi için
* https://www.unrealircd.org/docs/IRCOp_guide
*
* Oper {} bloğunun kendisi ile ilgili ayrıntıları görmeniz için
* https://www.unrealircd.org/docs/Oper_block
*/
/* Örnek bir oper bloğu için 'bobsmith' ile şifresi 'test'.
* Bunu değiştirmeniz GEREKİR!!
*/
oper bobsmith {
class opers;
mask *@*;
password "test";
/* Oper izinleri bir "operclass 'bloğunda tanımlanır.
* Görmeniz için: https://www.unrealircd.org/docs/Operclass_block
* UnrealIRCd varsayılan bloklar makalesi için,
* tam listesine bakınız. Buradan 'netadmin' seçiyoruz.
*/
operclass netadmin;
swhois "is a Network Administrator";
vhost netadmin.example.org;
}
/* Listen blokları sunucu portu için gereken bağlantı noktalarını tanımlar.
* Diğer bir deyişle: Bu portlar kullanıcılar ve serverlar için
* sunucuya bağlantı kurmasını sağlar.
*
* Kullanımı:
* listen
* {
* ip <ip numarası>;
* port <port numarası>;
* options {
* <seçenekler....>;
* }
* }
*/
/* Standard IRC port 6667 */
listen {
ip *;
port 6667;
}
/* Standard IRC SSL/TLS port 6697 */
listen {
ip *;
port 6697;
options { tls; }
}
/* Özel SSL/TLS sadece sunucuları bağlamak için port */
listen {
ip *;
port 6900;
options { tls; serversonly; }
}
/* DiKKAT: Eğer bir çok IP barındıran bir IRCd Shell kullanıyorsanız
* logunuzda olası 'Address already in use' hatasını alacaksınız
* ve ircd başlamayacaktır.
* Bunun anlamı '*' yerine belirli bir IP yazmanız GEREKİR anlamına gelir:
* listen 1.2.3.4:6667;
* Açıkçası, IP yi önceden koyduğunuz IP ile değiştirin.
*/
/*
* Link blockları bir ağ oluşturmak için birden fazla sunucu bağlamaya izin verir.
* Görmek için: https://www.unrealircd.org/docs/Tutorial:_Linking_servers
*/
link hub.example.org
{
incoming {
mask *@something;
}
outgoing {
bind-ip *; /* veya açıkça bir IP */
hostname hub.example.org;
port 6900;
options { tls; }
}
/* Kimlik doğrulaması için diğer sunucunun SPKI parmak izini kullanıyoruz.
* Kullanmamız için diğer tarafda './unrealircd spkifp' uygulayıp çalıştırıyoruz.
*/
password "AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTTUUV=" { spkifp; }
class servers;
}
/* Servis'ler için bağlantı bloğu genellikle çok daha basittir.
* Servis'lerin ne olduğu hakkında daha fazla bilgi için,
* https://www.unrealircd.org/docs/Services
*/
link services.example.org
{
incoming {
mask 127.0.0.1;
}
password "changemeplease";
class servers;
}
/* U-lines satırları sunuculara daha güç/komut kazandırır.
* Eğer hizmetlerini kullanmak istiyorsanız onları buraya eklemeniz gerekir.
* ASLA buraya (normal) UnrealIRCd sunucunun adını yazmayınız!!!
*/
ulines {
services.example.org;
}
/* Bu blok /DIE ve /RESTART için şifre tanımlamanızı sağlar. Sadece IRCOp'lar içindir.
* Bu genelde kazara sunucuyu yeniden başlatma ve kapanmasına karşı biraz
* koruma sağlamak içindir.
*/
drpass {
restart "restart";
die "die";
}
/* Bu log bloğu hangi dosyaya ve nelerin olması gerektiğini tanımlar.
* Görmeniz için: https://www.unrealircd.org/docs/Log_block
*/
/* Varsayılan ayarlar, neredeyse her şeyi kaydedecektir */
log "ircd.log" {
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
tkl;
spamfilter;
}
}
/* Bazı kullanıcılara veya botlara bir mesaj göndermek için "aliases"
* takma ad oluşturmanızı sağlar. Genellikle servisler için kullanılır.
*
* Biz önceden ayarlanmış bir takma adı dosyaları dizini oluşturduk, alias/ dizini kontrol ediniz.
* Örnek olarak, burada anope servisler ve kullanılan tüm diğer servisler adları bulunmaktadır.
*/
include "aliases/anope.conf";
/* Ban nick bloğu bir nickin sunucuda kullanımını yasaklamanıza olanak sağlar */
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Servisler için ayrılmış";
}
/* Ban ip.
* Normalde bunun için /KLINE, /GLINE ve /ZLINE kullanıldığını unutmayınız.
*/
ban ip {
mask 195.86.232.81;
reason "Senden nefret ediyorum";
}
/* Ban server - bir sunucunun bağlanmasını devredışı kılar */
ban server {
mask eris.berkeley.edu;
reason "Defol git buradan.";
}
/* Ban user - normalde /KLINE veya /GLINE kullanıldığını unutmayınız */
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Salak";
}
/* Ban realname bloğu bir kullanıcıyı, GECOS kısmı esas alınarak
* banlamanıza olanak sağlar.
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
}
ban realname {
mask "sub7server";
reason "sub7";
}
/* Ban ve TKL istisnaları. Kullanıcıları / makineleri gözetmeksizin
* KLINE, GLINE, gibi banlardan muaf tutmanıza olanak sağlar.
* Eğer statik IP (ve bu IP üzerinde güvenilmeyen kişiler) ile bir IRCOp
* iseniz o zaman kendinizi burada eklemenizi öneririz. Yanlışlıkla kendinize
* bir *LINE ban koyarsanız bile yinede muaf tutulacaksınız.
*/
/* except ban bloğu, sizi KLINE ve ZLINE gibi banlardan koruyacaktır */
except ban {
mask *@192.0.2.1;
// burada daha fazla mask girdileri ekleyebilirsiniz..
}
/* except ban bloğu, sizi 'tüm' GLINE, GZLINE, QLINE, SHUN gibi banlardan koruyacaktır */
except ban {
mask *@192.0.2.1;
type all;
}
/* Deny dcc bloğu, sunucu üzerinden DCC yoluyla dosya gönderilmesine izin vermeyecektir */
deny dcc {
filename "*sub7*";
reason "Olası Sub7 Virüsü";
}
/* Deny channel bloğu, kullanıcıların belirtilen kanallara girmesini engeller */
deny channel {
channel "*warez*";
reason "Warez is illegal";
class "clients";
}
/* VHosts (Virtual Hosts) bloğu, kullanıcının yeni bir host alabilmesine olanak sağlar.
* Görmeniz için; https://www.unrealircd.org/docs/Vhost_block
*/
/* Kullanabileceğiniz örnek vhost. IRC tipi: /VHOST test test
* DiKKAT: Güvenlik açısından aşağıdaki vhost::mask yönergesinde
* maske 'unrealircd.com' olarak belirlenmiştir.
*/
vhost {
vhost i.hate.microsefrs.com;
mask *@unrealircd.com;
login "test";
password "test";
}
/* Blacklist blokları, bir kullanıcı bağlandığında IP adresinin drone saldırılarına
* neden olduğunu, bilinen bir saldırıya uğramış bir makine olup olmadığını görmek
* için harici bir DNS Kara Liste hizmetinden sorgulayacaktır.
* Belgeleme: https://www.unrealircd.org/docs/Blacklist_block
* veya aşağıdaki bloklar satırına bakınız.
*/
/* DroneBL, muhtemelen IRC Sunucuları tarafından kullanılan en popüler kara liste.
* Belgeler ve cevap (reply) tiplerin anlamlarını görmek için https://dronebl.org/
* adresine bakınız. Bu zamanda aşağıdaki cevap (reply) tiplerini kullanıyoruz:
* 3: IRC Drone, 5: Bottler, 6: Unknown spambot or drone,
* 7: DDoS Drone, 8: SOCKS Proxy, 9: HTTP Proxy, 10: ProxyChain,
* 11: Web Page Proxy, 12: Open DNS Resolver, 13: Brute force attackers,
* 14: Open Wingate Proxy, 15: Compromised router / gateway,
* 16: Autorooting worms.
*/
blacklist dronebl {
dns {
name dnsbl.dronebl.org;
type record;
reply { 3; 5; 6; 7; 8; 9; 10; 11; 12; 13; 14; 15; 16; }
}
action gline;
ban-time 24h;
reason "Proxy/Drone belirlendi. Ayrıntılar için https://dronebl.org/lookup?ip=$ip adresine bakınız.";
}
/* EFnetRBL, belgeler ve cevap (reply) tiplerini görmek için https://rbl.efnetrbl.org/
* adresine bakınız.
* Yazma sırasında: 1 is open proxy, 4 is TOR, 5 is drones/flooding.
*
* NOT: Sunucunuzda TOR proxy'lerine izin vermek istiyorsanız,
* cevap (reply) tiplerinden '4;' öğesini kaldırmanız gerekiyor.
*/
blacklist efnetrbl {
dns {
name rbl.efnetrbl.org;
type record;
reply { 1; 4; 5; }
}
action gline;
ban-time 24h;
reason "Proxy/Drone/TOR belirlendi. Ayrıntılar için https://rbl.efnetrbl.org/?i=$ip adresine bakınız.";
}
/* Diğer yapılandırma dosyalarını dahil edebilirsiniz */
/* include "klines.conf"; */
/* Ağ yapılandırması */
set {
network-name "ExampleNET";
default-server "irc.example.org";
services-server "services.example.org";
stats-server "stats.example.org";
help-channel "#Help";
hiddenhost-prefix "Clk";
prefix-quit "Quit";
/* Gizleme anahtarları ağ üzerindeki bütün sunucularda aynı olmalı.
* Bu anahtarlar maskeli hostlar yaratmak ve bunları saklamak için kullanılır.
* Anahtarlar 5-100 karakterlik (10-20 karakter yeterli) 3 rastgele diziden oluşmalı ve
* küçük harf (a-z), büyük harf (A-Z) ve rakamlardan (0-9) meydana gelmelidirler.. [ilk örneğe bakınız].
* IPUCU: './unreal gencloak' Unreal sizin için rastgele 3 adet dizin oluşturur.
* Bunu NIX üzerinde çalıştırabilirsiniz.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"ve diğeri";
"ve diğeri";
}
}
/* Sunucunun kendine özgü yapılandırması */
set {
kline-address "set.this.to.email.address"; /* bir kullanıcı banlandığında e-mail yada URL satırı gösterir */
modes-on-connect "+ixw"; /* kullanıcılar bağlandığında, bu modları alacaktır */
modes-on-oper "+xws"; /* Birisi IRC Operatör olduğunda bu modları alacaktır */
oper-auto-join "#opers"; /* IRCoplar bu kanala otomatik olarak giriş yapacaktır */
options {
hide-ulines; /* U-lines satırları /MAP ve /LINKS komutunda gözükmez */
show-connect-info; /* sunucuya bağlanırken "looking up your hostname" mesajı görüntülenecektir */
}
maxchannelsperuser 10; /* bir kullanıcının maksimum girebileceği kanal sayısı */
/* QUIT mesajının görüntülenebilmesi için, bir kullanıcının sunucuya bağlı kalması
* gereken süre. Bu durum umarım spamları durdurmak için yardımcı olacaktır.
*/
anti-spam-quit-message-time 10s;
/* Kullanıcı sunucudan ayrılırken çıkış sebebini sabitler. /QUIT sebeb gözardı edilecektir. */
/* static-quit "Client quit"; */
/* static-part /PART komutu ile aynı işi görür */
/* static-part yes; */
/* Anti flood Koruması
* Görmeniz için: https://www.unrealircd.org/docs/Set_block#set::anti-flood
*/
anti-flood {
}
/* Spam filter Ayarları */
spamfilter {
ban-time 1d; /* varsayılan spamfilter tarafından ban süresini belirtir */
ban-reason "Spam/Advertising"; /* varsayılan sebep */
virus-help-channel "#help"; /* 'viruschan' eylemi için kullanılacak kanal */
/* except "#help"; Spamfilter'den muaf tutulacak kanal */
}
}
/* Son olarak, bir MOTD (Günün Mesajı) oluşturabilirsiniz, bu
* conf/ dizininde 'ircd.motd' metin dosyası oluşturarak yapabilirsiniz.
* Bu dosyanın içeriği bağlantı kuran kullanıcılara gösterilecektir.
* Daha fazla bilgi için https://www.unrealircd.org/docs/MOTD_and_Rules bölümünü inceleyiniz.
*/
/*
* Sorununuza veya daha fazla yardımamı ihtiyacınız var?
* 1) https://www.unrealircd.org/docs/UnrealIRCd_4_documentation
* 2) https://www.unrealircd.org/docs/FAQ <- sorularınızın %80 ini kapsamakta!
* 3) Eğer probleminiz hala devam ediyorsa:
* - Forums: https://forums.unrealircd.org/
* - IRC: irc.unrealircd.org (SSL on port 6697) / #unreal-support
* İlk önce Dökümantasyon ve FAQ kısmını okumanızı gerektirdiğini unutmayın!
*/
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/* This file will load (nearly) all modules available on UnrealIRCd.
* So all commands, channel modes, user modes, etc..
*
* If you want to have all UnrealIRCd functionality, then include this
* file from your unrealircd.conf by using:
* include "modules.default.conf";
*
* DO NOT EDIT THIS FILE! IT WILL BE OVERWRITTEN DURING NEXT UPGRADE!!
* If you want to customize the modules to load you have two options:
* 1) Keep the include for modules.default.conf as usual and make use
* of blacklist-module "xyz"; to selectively disable modules.
* See https://www.unrealircd.org/docs/Blacklist-module_directive
* 2) OR, make a copy of this file (eg: name it modules.custom.conf)
* and edit it. Then include that file from your unrealircd.conf
* instead of this one.
* The downside of option #2 is that you will need to track changes
* in the original modules.default.conf with each new UnrealIRCd
* release to make sure you don't miss any new functionality (as new
* important modules may be added you need to add them to your conf).
* You don't have this problem with option #1.
*/
/*** Cloaking (for user mode +x) ***/
loadmodule "cloak";
/*** Commands ***/
// User commands (MINIMAL)
// These provide just the minimal set of IRC commands that are
// required by RFC1459 along with WATCH and MAP.
loadmodule "admin";
loadmodule "away";
loadmodule "invite";
loadmodule "ison";
loadmodule "join";
loadmodule "kick";
loadmodule "links";
loadmodule "list";
loadmodule "lusers";
loadmodule "map";
loadmodule "message";
loadmodule "mode";
loadmodule "motd";
loadmodule "names";
loadmodule "nick";
loadmodule "part";
loadmodule "pass";
loadmodule "pingpong";
loadmodule "protoctl";
loadmodule "quit";
loadmodule "rules";
loadmodule "topic";
loadmodule "user";
loadmodule "userhost";
loadmodule "watch";
loadmodule "whox";
loadmodule "whois";
loadmodule "whowas";
// User commands (EXTENDED)
// These are commands that provide extended functionality.
loadmodule "botmotd";
loadmodule "cap";
loadmodule "cycle";
loadmodule "dccallow";
loadmodule "help";
loadmodule "knock";
loadmodule "lag";
loadmodule "sasl";
loadmodule "setname";
loadmodule "silence";
loadmodule "starttls";
loadmodule "time";
loadmodule "userip";
loadmodule "vhost";
loadmodule "history";
// IRC Operator commands
// Note: several of these like kill are also server-to-server commands
// which are required if you link to other servers.
loadmodule "addmotd";
loadmodule "addomotd";
loadmodule "chghost";
loadmodule "chgident";
loadmodule "chgname";
loadmodule "close";
loadmodule "connect";
loadmodule "squit";
loadmodule "dccdeny";
loadmodule "globops";
loadmodule "kill"; /* also server-to-server */
loadmodule "locops";
loadmodule "mkpasswd";
loadmodule "oper";
loadmodule "opermotd";
loadmodule "sajoin";
loadmodule "samode";
loadmodule "sapart";
loadmodule "sdesc";
loadmodule "sethost";
loadmodule "setident";
loadmodule "stats";
loadmodule "tkl"; /* also server-to-server */
loadmodule "trace";
loadmodule "tsctl";
loadmodule "unsqline";
loadmodule "wallops";
loadmodule "jumpserver";
// Server-to-server commands
// Don't remove these, unless you never link to other servers.
loadmodule "eos";
loadmodule "md";
loadmodule "netinfo";
loadmodule "server";
loadmodule "sjoin";
loadmodule "sqline";
loadmodule "swhois";
loadmodule "umode2";
loadmodule "sinfo";
loadmodule "require-module";
// Services commands
// You could disable these if you don't use Services
// https://www.unrealircd.org/docs/Services
loadmodule "sendsno";
loadmodule "sendumode";
loadmodule "svsjoin";
loadmodule "svskill";
loadmodule "svslusers";
loadmodule "svsmode";
loadmodule "svsmotd";
loadmodule "svsnick";
loadmodule "svsnline";
loadmodule "svsnolag";
loadmodule "svsnoop";
loadmodule "svspart";
loadmodule "svssilence";
loadmodule "svssno";
loadmodule "svswatch";
/*** Channel modes ***/
loadmodule "chanmodes/floodprot"; /* +f */
loadmodule "chanmodes/nocolor"; /* +c */
loadmodule "chanmodes/noctcp"; /* +C */
loadmodule "chanmodes/stripcolor"; /* +S */
loadmodule "chanmodes/issecure"; /* +Z */
loadmodule "chanmodes/permanent"; /* +P */
loadmodule "chanmodes/link"; /* +L */
loadmodule "chanmodes/censor"; /* +G */
loadmodule "chanmodes/delayjoin"; /* +D */
loadmodule "chanmodes/noknock"; /* +K */
loadmodule "chanmodes/noinvite"; /* +V */
loadmodule "chanmodes/operonly"; /* +O */
loadmodule "chanmodes/nonotice"; /* +T */
loadmodule "chanmodes/regonly"; /* +R */
loadmodule "chanmodes/nonickchange"; /* +N */
loadmodule "chanmodes/nokick"; /* +Q */
loadmodule "chanmodes/regonlyspeak"; /* +M */
loadmodule "chanmodes/secureonly"; /* +z */
loadmodule "chanmodes/history"; /* +H */
/*** User modes ***/
loadmodule "usermodes/bot"; /* +B (mark yourself as a bot) */
loadmodule "usermodes/servicebot"; /* +S (service bot) */
loadmodule "usermodes/noctcp"; /* +T (block CTCP's) */
loadmodule "usermodes/censor"; /* +G (censor bad words) */
loadmodule "usermodes/showwhois"; /* +W (show if someone does /WHOIS) */
loadmodule "usermodes/privacy"; /* +p (privacy, hide channels in /WHOIS) */
loadmodule "usermodes/nokick"; /* +q (unkickable oper) */
loadmodule "usermodes/regonlymsg"; /* +R (only registered users may private message you) */
loadmodule "usermodes/secureonlymsg"; /* +Z (only SSL/TLS users may private message you) */
loadmodule "usermodes/privdeaf"; /* +D (don't let other user PM you) */
/*** Server notice masks */
loadmodule "snomasks/dccreject"; /* +D (rejected DCC's) */
/*** Extended Bans ***/
loadmodule "extbans/join"; /* +b ~j (prevent only joins) */
loadmodule "extbans/quiet"; /* +b ~q (prevent only messaging) */
loadmodule "extbans/nickchange"; /* +b ~n (prevent only nick changes) */
loadmodule "extbans/realname"; /* +b ~r (ban by real name) */
loadmodule "extbans/account"; /* +b ~a (ban/exempt if logged in with services account) */
loadmodule "extbans/inchannel"; /* +b ~c (ban/exempt if in channel) */
loadmodule "extbans/operclass"; /* +b ~O (ban/exempt by operclass) */
loadmodule "extbans/certfp"; /* +b ~S (ban/exempt by certfp) */
loadmodule "extbans/textban"; /* +b ~T (censor or block text) */
loadmodule "extbans/msgbypass"; /* +e ~m (bypass message restrictions) */
loadmodule "extbans/timedban"; /* +b ~t (timed bans / temporary bans) */
loadmodule "extbans/partmsg"; /* +b ~p (hide part/quit message) */
loadmodule "extbans/securitygroup"; /* +b ~G (security group) */
/** IRCv3 extensions */
loadmodule "account-notify"; /* send ACCOUNT message upon services account login */
loadmodule "message-tags"; /* add tags to messages, required for various IRCv3 features */
loadmodule "batch"; /* also required for several IRCv3 features */
loadmodule "server-time"; /* adds server timestamp to various messages */
loadmodule "message-ids"; /* adds unique msgid to various messages */
loadmodule "account-tag"; /* adds services account information to messages */
loadmodule "echo-message"; /* shows clients if their messages are altered/filtered */
loadmodule "labeled-response"; /* correlate requests and responses easily */
loadmodule "bot-tag"; /* indicate the message comes from a bot (draft/bot) */
loadmodule "typing-indicator"; /* typing indicator in PM and channels (+typing) */
loadmodule "reply-tag"; /* indicate to which message you are responding (+draft/reply) */
loadmodule "clienttagdeny"; /* informs clients about supported client-only message tags */
loadmodule "sts"; /* strict transport policy (set::tls::sts-policy) */
loadmodule "link-security"; /* link-security announce */
loadmodule "plaintext-policy"; /* plaintext-policy announce */
loadmodule "chathistory"; /* CHATHISTORY client command, 005 and a CAP (draft) */
/*** Other ***/
// These are modules that don't fit in any of the previous sections
loadmodule "ident_lookup"; /* Ident lookups if set::options::identd-check is set*/
loadmodule "certfp"; /* SSL/TLS certificate fingerprint in /WHOIS (& more) */
loadmodule "tls_antidos"; /* prevent TLS DoS (renegotiate floods) */
loadmodule "webirc"; /* WEBIRC command. See webirc block. */
loadmodule "blacklist"; /* Blacklist support (DNSBL). See blacklist block. */
loadmodule "jointhrottle"; /* set::anti-flood::join-flood (previously chanmode +j) */
loadmodule "charsys"; /* Provides set::allowed-nickchars (must always be loaded!) */
loadmodule "authprompt"; /* Authentication prompt, see set::authentication-prompt */
loadmodule "history_backend_mem"; /* History storage backend (used by chanmodes/history) */
loadmodule "tkldb"; /* Write TKLines to .db file */
loadmodule "channeldb"; /* Write channel settings to .db file (+P channels only) */
loadmodule "rmtkl"; /* Easily remove *-Lines in bulk with /RMTKL */
loadmodule "restrict-commands"; /* Provides set::restrict-commands settings */
loadmodule "reputation"; /* used by Connthrottle and others, see next */
loadmodule "connthrottle"; /* see https://www.unrealircd.org/docs/Connthrottle */
loadmodule "userip-tag"; /* unrealircd.org/userip tag for ircops */
loadmodule "userhost-tag"; /* unrealircd.org/userhost tag for ircops */
loadmodule "targetfloodprot"; /* set::anti-flood::target-flood protection */
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/* This file will load all optional modules. These are features that
* not everyone will use or are considered experimental.
* You can include this file from your unrealircd.conf like this:
* include "modules.optional.conf";
* OR... and this is probably a better idea... you can copy-paste it
* to another file where you do your own customizations.
*
* DO NOT EDIT THIS FILE! IT WILL BE OVERWRITTEN DURING NEXT UPGRADE!!
* If you want to customize, make a copy of this file (for example
* name it modules.custom.conf) and edit it.
* Then include that file from your unrealircd.conf instead of this one.
*/
/*** Commands ***/
// This add the /IRCOPS command: A more visual way for users
// to see which IRCOps are online.
loadmodule "ircops";
// This adds the /STAFF command: This command simply displays
// a text file that you can configure here:
loadmodule "staff";
set { staff-file "network.staff"; }
/*** Channel modes ***/
// The following module ('nocodes') is not a true channel mode.
// It simply enhances the existing channel mode +S/+c to include
// stripping/blocking of bold, underline and italic text.
loadmodule "nocodes";
/*** Other ***/
// The hideserver module will hide /MAP and /LINKS to regular users.
// It does not truly enhance security as server names can still be
// seen at other places.
// Comment out the following line to enable this:
// loadmodule "hideserver";
// The antirandom module will kill or *line users that have a nick,
// ident and/or realname that is considered "random".
// This helps to combat simple botnets/drones.
// Note that failure to set the right settings may ban innocent users.
// This is especially true if you are on a non-English network where
// the module may consider a sequence of characters "random" even though
// it is a perfectly pronounceable word in your language.
loadmodule "antirandom";
set {
antirandom {
/* THRESHOLD:
* This is pretty much the most important setting of all.
* For every randomly looking ident the user gets a certain amount of
* 'points', if this value reaches 'threshold' then the appropriate
* action is taken (killed, *lined, see later on).
* lower = more randomly looking users will be catched (but also more
* innocent users)
* higher = less chance of innocent users getting killed, but also less
* chance on bots getting catched.
* <2: DON'T!!
* 4: Works good, probably a few more innocent kills but if you got
* quite a bot problem then this might be a useful setting.
* 5: Works well with few innocent kills, probably good to begin with.
* 6: If you want to be a tad more careful
* >6: For the paranoid. Module can still be quite effective, though :)
*/
threshold 7;
/* BAN-ACTION:
* Action to take whenever the user is catched as random, options:
* warn, kill, gline, gzline, kline, zline, shun, tempshun
*/
ban-action kill;
/* BAN-TIME:
* Time to ban the user (irrelevant for tempshun/kill).
* Something between 1 hour and 2 days is recommended.
* If you set it higher than 3 or 4 days then you get quite a risk
* of catching innocent users due to dynamic IP, not to mention
* your *line list gets filled up... so choose it wisely.
*/
ban-time 4h;
/* BAN-REASON:
* The ban (or kill) reason to use.
* You might want to put in an entry to a FAQ or an email address
* where users can mail if they have been catched and don't know what to do.
* NOTE: One of the various reasons that ""innocent users"" are catched is
* if they just randomly type in info for their nick, ident, or realname.
*/
ban-reason "You look like a bot. Be sure to fill in your nick/ident/realname properly.";
/* CONVERT-TO-LOWERCASE:
* Convert nicks, idents, and realnames to lowercase before doing random checks?
* This has not been tested extensively for false positives, but might be (very)
* helpful to catch GnStA5FYhiTH51TUkf style random nicks as random.
* Enabled by default.
*/
convert-to-lowercase yes;
/* FULLSTATUS-ON-LOAD:
* If enabled, then upon loading it will check all users that are currently
* connected and give a status report about who it would have killed.
* Note that it doesn't actually kill any currently connected users, it is for
* informative purposes only.
* This can be (very) useful if you use the module for the first time.
* But you probably want to disable it after a while, since once the module
* is actively dealing with randomly looking persons, it shouldn't report any
* users anymore on load and then this check only eats useless CPU on /REHASH.
* Enabled by default.
*/
fullstatus-on-load yes;
/* SHOW-FAILEDCONNECTS:
* This will send out a notice whenever a randomly looking user has been catched
* during connecting. Obviously this can be pretty noisy.
* Especially recommended to enable during the first few days you use this module.
*/
show-failedconnects yes;
/* EXCEPT-HOSTS:
* Hostmasks on this list are matched against the IP and hostname of the connecting
* user. If it matches then we do not check if the nick/ident/realname is random.
* NOTE: Use the REAL host or IP here, not any cloaked hosts!
*/
except-hosts {
mask 192.168.0.0/16;
mask 127.0.0.0/8;
}
/* EXCEPT-WEBIRC:
* This will make antirandom not check connections from WEBIRC gateways.
* ( see https://www.unrealircd.org/docs/WebIRC_block )
* It seems WEBIRC connections frequently cause false positives so the
* default is 'yes'.
*/
except-webirc yes;
}
}
// This module will send a HTTP 301 redirect to any client which sends
// a HTTP request to us. This is commented out by default:
//loadmodule "webredir";
//set {
// webredir {
// url "https://...";
// }
//}
// This adds websocket support. For more information, see:
// https://www.unrealircd.org/docs/WebSocket_support
loadmodule "websocket";
// This module will detect and stop spam containing of characters of
// mixed "scripts", where (for example) some characters are in
// Latin script and other characters are in Cyrillic script.
loadmodule "antimixedutf8";
set {
antimixedutf8 {
/* Take action at this 'score' (lower = more sensitive)
*
* A score of 2 or 3 will catch a lot but also
* catch innocent users who are not using a pure
* Latin script, such as Russian people who
* commonly use a mix of Latin and Cyrillic.
*
* A score of 8 is a safe default.
*/
score 8;
/* Action to take, see:
* https://www.unrealircd.org/docs/Actions
*/
ban-action block;
/* Block/kill/ban reason (sent to user) */
ban-reason "Mixed character spam";
/* Duration of ban (does not apply to block/kill) */
ban-time 4h; // For other types
}
}
-21
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@@ -1,21 +0,0 @@
#
# This file contains the list of repositories that are used
# by the './unrealircd module' command.
# Note that 3rd party modules are NOT written by the UnrealIRCd team.
# Use such modules at your own risk. In case of problems, contact
# the module author. For more information, see:
# https://www.unrealircd.org/docs/Module_manager
#
#
# This is the unrealircd-contrib repository which is added by default in
# UnrealIRCd 5 to make it easy for users to install 3rd party modules.
# If you are a module coder and want to add your module to this repository
# as well, then read the rules and procedure at:
# https://www.unrealircd.org/docs/Rules_for_3rd_party_modules_in_unrealircd-contrib
#
https://modules.unrealircd.org/modules.list
# You can add more repositories here. However, do note that all
# URLs MUST start with https://
-144
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@@ -1,144 +0,0 @@
/* This file defines a number of default operclass blocks which you can
* use in your oper blocks (via oper::operclass).
*
* This file is normally included from your unrealircd.conf through:
* include "operclass.default.conf";
*
* The operclass block is extensively documented at:
* https://www.unrealircd.org/docs/Operclass_block
* And the permissions itself (operclass::permissions) at:
* https://www.unrealircd.org/docs/Operclass_permissions
*
* DO NOT EDIT THIS FILE! IT WILL BE OVERWRITTEN DURING NEXT UPGRADE!!
* Instead, if you want to change the permissions in an operclass block,
* you should copy the definition, or this entire file, to either your
* unrealircd.conf or some other file (eg: operclass.conf) that you
* you will include from your unrealircd.conf.
* Then edit it, and while doing so don't forget to change the name
* of your custom operclass block(s), so operclass <name>.
*/
/* Local IRC Operator */
operclass locop {
permissions {
chat;
channel { operonly; override { flood; } }
client { see; }
immune;
self { getbaddcc; opermodes; set; }
server { opermotd; info; close; module; dns; rehash; }
route { local; }
kill { local; }
server-ban {
kline;
zline { local; }
}
}
}
/* Global IRC Operator */
operclass globop {
permissions {
chat;
channel { operonly; see; override { flood; } }
client;
immune;
self { getbaddcc; opermodes; set; }
server { opermotd; info; close; module; dns; rehash;
remote; tsctl { view; } }
route;
kill;
server-ban { dccdeny; shun; zline; kline; gline; }
}
}
/* Server administrator */
operclass admin {
permissions {
chat;
channel { operonly; see; override { flood; } }
client;
immune;
self { getbaddcc; opermodes; set; }
server { opermotd; info; close; module; dns; rehash;
remote; description; addmotd;
addomotd; tsctl { view; } }
route;
kill;
server-ban;
}
}
/* Services Admin */
operclass services-admin {
permissions {
chat;
channel { operonly; see; override { flood; } }
client;
immune;
self { getbaddcc; opermodes; set; }
server { opermotd; info; close; module; dns; rehash;
remote; description; addmotd;
addomotd; tsctl { view; } }
route;
kill;
server-ban;
sacmd;
services;
}
}
/* Network Administrator */
operclass netadmin {
permissions {
chat;
channel { operonly; see; override { flood; } }
client;
immune;
self { getbaddcc; opermodes; set; }
server { opermotd; info; close; module; dns; rehash;
remote; description; addmotd;
addomotd; tsctl; }
route;
kill;
server-ban;
sacmd;
services;
}
}
/* Same as 'globop' operclass, but with OperOverride capabilities added */
operclass globop-with-override {
parent globop;
permissions {
channel { operonly; see; override; }
self { getbaddcc; opermodes; set; unkickablemode; }
}
}
/* Same as 'admin' operclass, but with OperOverride capabilities added */
operclass admin-with-override {
parent admin;
permissions {
channel { operonly; see; override; }
self { getbaddcc; opermodes; set; unkickablemode; }
}
}
/* Same as 'services-admin' operclass, but with OperOverride capabilities added */
operclass services-admin-with-override {
parent services-admin;
permissions {
channel { operonly; see; override; }
self { getbaddcc; opermodes; set; unkickablemode; }
}
}
/* Same as 'netadmin' operclass, but with OperOverride capabilities added */
operclass netadmin-with-override {
parent netadmin;
permissions {
channel { operonly; see; override; }
self { getbaddcc; opermodes; set; unkickablemode; }
}
}
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/*
* This configuration file contains example spamfilter rules.
* They are real rules that were useful a long time ago.
* Since 2005 these rules are no longer maintained.
* The main purpose nowadays is to serve as an example
* to give you an idea of how powerful spamfilters can
* be in real-life situations.
*
* Documentation on spamfilter is available at:
* https://www.unrealircd.org/docs/Spamfilter
*/
/* General note:
* If you want to use a \ in a spamfilter, or in fact
* anywhere in the configuration file, then you need
* to escape this to \\ instead.
*/
/* First some spamfilters with match-type 'simple'.
* The only matchers available are * and ?
* PRO's: very fast, easy matching: everyone can do this.
* CON's: limited ability to fine-tune spamfilters
*/
spamfilter {
match-type simple;
match "Come watch me on my webcam and chat /w me :-) http://*:*/me.mpg";
target private;
action gline;
reason "Infected by fyle trojan: see http://www.sophos.com/virusinfo/analyses/trojfylexa.html";
}
/* This signature uses a \ which has to escaped to \\ in the configuration file */
spamfilter {
match-type simple;
match "C:\\WINNT\\system32\\*.zip";
target dcc;
action block;
reason "Infected by Gaggle worm?";
}
spamfilter {
match-type simple;
match "Speed up your mIRC DCC Transfer by up to 75%*www.freewebs.com/mircupdate/mircspeedup.exe";
target private;
action gline;
reason "Infected by mirseed trojan: see http://www.sophos.com/virusinfo/analyses/trojmirseeda.html";
}
spamfilter {
match-type simple;
match "STOP SPAM, USE THIS COMMAND: //write nospam $decode(*) | .load -rs nospam | //mode $me +R";
target private;
action gline;
reason "Infected by nkie worm: see http://www.trojaninfo.com/nkie/nkie.htm";
}
/* Now spamfilters of type 'regex'.
* These use powerful regular expressions (Perl/PCRE style)
* You may have to learn more about "regex" first before you
* can use them. For example the dot ('.') has special meaning.
*/
/* This regex shows a pattern which requires 20 paramaters,
* such as "x x x x x x x x x x x x x x x x x x x x"
*/
spamfilter {
match-type regex;
match "\x01DCC (SEND|RESUME)[ ]+\"(.+ ){20}";
target { private; channel; }
action kill;
reason "mIRC 6.0-6.11 exploit attempt";
}
/* Similarly, this regex shows a pattern that matches
* against at least 225 characters in length.
*/
spamfilter {
match-type regex;
match "\x01DCC (SEND|RESUME).{225}";
target { private; channel; }
action kill;
reason "Possible mIRC 6.12 exploit attempt";
}
/* Earlier you saw an example of a $decode exploit which used
* match-type 'simple' and - indeed - the filter was quite simple.
* The following uses a regex with a similar example.
* Regular expressions are very powerful but here you can see
* that it actually complicates writing a filter quite a bit.
* With regex in this filter we need to escape the ( and all
* the dots, question marks, etc. if we want to match these
* characters in literal text.
*/
spamfilter {
match-type regex;
match "^Want To Be An IRCOp\? Try This New Bug Type: //write \$decode\(.+=.?,m\) \| \.load -rs \$decode\(.+=.?,m\)$";
target private;
action block;
reason "Spamming users with an mIRC trojan. Type '/unload -rs newb' to remove the trojan.";
}
spamfilter {
match-type regex;
match "^http://www\.angelfire\.com/[a-z0-9]+/[a-z0-9]+/[a-z_]+\.jpg <- .*!";
target private;
action block;
reason "Infected by fagot worm: see http://www.f-secure.com/v-descs/fagot.shtml";
}
/* This shows a regex which specifically matches an entire line by
* the use of ^ and $
*/
spamfilter {
match-type regex;
match "^!login Wasszup!$";
target channel;
action gline;
reason "Attempting to login to a GTBot";
}
/* An example of how to match against an IP address in text (IPv4 only) */
spamfilter {
match-type regex;
match "^!packet ([0-9]{1,3}\.){3}[0-9]{1,3} [0-9]{1,15}";
target channel;
action gline;
reason "Attempting to use a GTBot";
}
/* A slightly more complex example with a partial OR matcher (|) */
spamfilter {
match-type regex;
match "(^wait a minute plz\. i am updating my site|.*my erotic video).*http://.+/erotic(a)?/myvideo\.exe$";
target private;
action gline;
reason "Infected by some trojan (erotica?)";
}
/* In regex a \ is special and needs to be escaped to \\
* However in this configuration file, \ is also special and
* needs to be escaped to \\ as well.
* The result is that we need double escaping:
* To match a \ you need to write \\\\ in the configuration file.
*/
spamfilter {
match-type regex;
match "C:\\\\WINNT\\\\system32\\\\(notes|videos|xxx|ManualSeduccion|postal|hechizos|images|sex|avril)\.zip";
target dcc;
action dccblock;
reason "Infected by Gaggle worm";
}
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+845
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/*
* example.conf by Daniel Hawton AKA Osiris (osiris@unrealircd.org).
* $Id$
*
* Works for Unreal3.2.x
*
* Okay guys. This is the new example.conf. Its look is much like C++, kinda.
* Anyway it is time to go over this. It's hard to pick up at first, but
* with some pratice and reading you'll understand.
*
* Just copy this file to your main unrealircd dir and call it 'unrealircd.conf'.
*
* NOTE: All lines, except the opening { line, end in an ;, including the
* closing } line. The IRCd will ignore commented lines.
*
* PLEASE READ doc/unreal32docs.html! The online version is also available at:
* www.vulnscan.org/UnrealIRCd/unreal32docs.html
* It contains a lot information about the configfile: gives information about
* every block, variable, etc..
* If you try to edit this file without reading the documentation properly
* then you are pretty much guaranteed to fail!
*/
/* Type of comments */
#Comment type 1 (Shell type)
// Comment type 2(C++ style)
/* Comment type 3 (C Style) */
#those lines are ignored by the ircd.
/*
* UnrealIRCd supports modules, loading some of them is required.
* You need at least the commands module and a cloaking module.
*/
/* FOR *NIX, uncomment the following 2lines: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* FOR Windows, uncomment the following 2 lines: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* You can also include other configuration files.
* help.conf contains all the /helpop text. The badwords.*.conf
* files contain all the badword entries for mode +G...
* spamfilter.conf contains some good rules for current trojans.
* You probably want to include them:
*/
include "help.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* NEW: me {}
* OLD: M:Line
* me {} defines the name, description and unreal server numeric for
* this server. Syntax is as follows:
* me {
* name "server.name";
* info "Server Description";
* numeric (server numeric*);
* };
* If linking, this numeric may not be used by any other server on the network.
*/
me
{
name "irc.foonet.com";
info "FooNet Server";
numeric 1;
};
/*
* NEW: admin {}
* OLD: A:Line
* Admin gives information on the server admin. you
* may put as many lines under admin { as you wish.
* Syntax is as follows:
* admin {
* "first line";
* "second line";
* [etc]
* };
*/
admin {
"Bob Smith";
"bob";
"widely@used.name";
};
/*
* NEW: class {}
* OLD: Y:line (old was confusing)
* These define settings for classes. A class is a group setting for
* connections. Example, server connections, instead of going to a client's
* class, you direct it to the server class. Syntax is as follows
* class (class name)
* {
* pingfreq (how often to ping a user/server in seconds);
* maxclients (how many connections for this class);
* sendq (maximum send queue from a connection);
* recvq (maximum receive queue from a connection [flood control]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Max servers we can have linked at a time */
sendq 1000000;
connfreq 100; /* How many seconds between each connection attempt */
};
/*
* NEW: allow {}
* OLD: I:Line
* This defines allowing of connections...
* Basically for clients, it allows them to connect so you can have some
* control and/or set a password.
* Syntax is as follows:
* allow {
* ip (ip mask to allow);
* hostname (host mask);
* class (class to send them to [see class {}]);
* password "(password)"; (optional)
* maxperip (how many connections per ip); (optional)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* Passworded allow line */
allow {
ip *@255.255.255.255;
hostname *@*.passworded.ugly.people;
class clients;
password "f00Ness";
maxperip 1;
};
/*
* NEW: allow channel {}
* OLD: chrestrict
* Allows a user to join a channel...
* like an except from deny channel.
* Syntax:
* allow channel {
* channel "channel name";
* class "clients"; (optional)
* };
*/
allow channel {
channel "#WarezSucks";
class "clients";
};
/*
* NEW: oper {}
* OLD: O:Line
* Defines an IRC Operator
* IRC operators are there to keep sanity to the server and usually keep it
* maintained and connected to the network.
* The syntax is as follows:
* oper (login) {
* class (class to put them in, if different from I, moves them to new
* class);
* from {
* userhost (ident@host);
* userhost (ident@host);
* };
* flags
* {
* (flags here*);
* };
* OR
* flags "old type flags, like OAaRD";
* };
*/
/* For a list of oper flags, see doc/unreal32docs.html#operblock
* [HIGHLY recommended to read]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* NEW: listen {}
* OLD: P:Line
* This defines a port for the ircd to bind to, to
* allow users/servers to connect to the server.
* Syntax is as follows:
* listen (ip number):(port number)
* {
* options {
* (options here);
* };
* };
* or for a plain
* listen: listen (ip):(port);
*
* NOTICE: for ipv6 ips (3ffe:b80:2:51d::2 etc), use listen [ip]:port;
*
* That works also.
*/
/* Options for listen:
OLD | NEW
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* NOTE ON SSL PORTS: SSL ports are pretty non-standardized,
* besides numerous high-SSL ports, some people say you should run
* it at 994 because that's the official SSL port.. but that
* requires root! Besides, port 194 is the official irc port and
* have you ever seen an ircd running on that?
* So, our suggestion is to use port 6697 for SSL, this is used by
* quite some networks and is recognized by for example StunTour.
* You are free to open up as many SSL ports as you want, but
* by (also) using 6697 you help the world standardize a bit ;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* NOTE: If you are on an IRCd shell with multiple IP's you are
* likely to get 'Address already in use' errors in your log
* and the ircd won't start. This means you MUST bind
* to a specific IP instead of '*', so for example:
* listen 1.2.3.4:6667;
* Obviously, replace the IP with the IP that was assigned to you.
*/
/*
* NEW: link {}
* OLD: C/N:Lines
* This defines an okay for a server connection.
* NOTE: BOTH SERVERS NEED A LINK {} SETTING TO CONNECT PROPERLY!
* Syntax is as follows:
* link (server name)
* {
* username (username, * works too);
* hostname (ip number/hostmask);
* bind-ip (What IP to bind to when connecting, or *);
* port (port to connect to, if any);
* hub (If this is a hub, * works, or servermasks it may bring in);
* [or leaf *;]
* password-connect "(pass to send)";
* password-receive "(pass we should receive)";
* class (class to direct servers into);
* options {
* (options here*);
* };
* // If we use SSL, we can choose what cipher to use in SSL mode
* // Retrieve a list by "openssl ciphers", separate ciphers with :'s
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
options:
OLD | NEW
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.mynet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Note: You should not use autoconnect when linking services */
autoconnect;
ssl;
zip;
};
};
/*
*
* NEW: ulines {}
* OLD: U:Line
* U-lines give servers more power/commands, this should ONLY be set
* for services/stats servers and NEVER for normal UnrealIRCd servers!
* Syntax is as follows:
* ulines {
* (server to uline);
* (server to uline);
* [etc]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* NEW: drpass {}
* OLD: X:Line
* This defines the passwords for /die and /restart.
* Syntax is as follows:
* drpass {
* restart "(password for restarting)";
* die "(password for die)";
* };
*/
drpass {
restart "I-love-to-restart";
die "die-you-stupid";
};
/*
* NEW: log {} OLD: N/A Tells the ircd where and what to log(s). You can have
* as many as you wish.
*
* FLAGS: errors, kills, tkl, connects, server-connects, oper
*
* Syntax:
* log "log file"
* {
* flags
* {
* flag;
* flag;
* etc..
* };
* };
*/
log "ircd.log" {
/* Delete the log file and start a new one when it reaches 2MB, leave this out to always use the
same log */
maxsize 2097152;
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* NEW: alias {}
* OLD: N/A
* This allows you to set command aliases such as /nickserv, /chanserv etc
* FLAGS: services, stats, normal
*
* Syntax:
* alias "name" {
* target "points to";
* type aliastype;
* };
*
* [NOTE: You could also include a pre-defined alias file here, see doc/unreal32docs.html section 2.9]
*/
// This points the command /nickserv to the user NickServ who is connected to the set::services-server server
/*alias NickServ {
target "NickServ";
type services;
};*/
// If you want the command to point to the same nick as the command, you can leave the nick entry out
//alias ChanServ { type services; };
// Points the /statserv command to the user StatServ on the set::stats-server server
//alias StatServ { type stats; };
// Points the /superbot command to the user SuperBot
//alias SuperBot { type normal; };
/* Standard aliases */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* NEW: alias {}
* OLD: N/A
* This allows you to set command aliases such as /identify, /services, etc
*
* Syntax:
* alias "name" {
* format "format string" {
* target "points to";
* type aliastype;
* parameters "parameters to send";
* };
* type command;
* };
*/
/* This is shown seperately because even though it has teh same name as the previous directive, it is very
* different in syntax, although it provides a similar function and relys on the standard aliases to work.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* The alias::format directive is a regular expression. The first format matches the /identify command when
* the first character is a #. It then passes this along to the chanserv alias with the parameters IDENTIFY
* %1-. The second format matches then /identify command when the first character is not a #. It then
* passes the command to the nickserv alias with parameters IDENTIFY %1-.
*/
/* The alias::format::parameters is similar to scripting languages. %N (where N is a number) represents a
* parameter sent to the command (in this case /identify). If you specify %N- it means all parameters from
* N until the last parameter in the string. You may also specify %n which is replaced by
* the user's nickname.
*/
/* Standard aliases */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* This is an example of a real command alias */
/* This maps /GLINEBOT to /GLINE <parameter> 2d etc... */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 2d Bots are not allowed on this server, please read the faq at http://www.example.com/faq/123";
};
type command;
};
/*
* NEW: files {}
* OLD: include/config.h
*
* This block overrides the IRCd's default paths for loading things
* like the MOTD, saving its PID, or writing/loading its tunefile. The
* existence of this block allows one UnrealIRCd installation to
* support multiple running instances when combined with the -c
* commandline option.
*
* As usual, relative paths are interpreted relative to the directory
* where UnrealIRCd would find unrealircd.conf if -c is _not_
* specified on the commandline.
*/
files
{
/* The Message Of The Day shown to users who log in: */
/* motd ircd.motd; */
/*
* A short MOTD. If this file exists, it will be displayed to
* the user in place of the MOTD. Users can still view the
* full MOTD by using the /MOTD command.
*/
/* shortmotd ircd.smotd; */
/* Shown when an operator /OPERs up */
/* opermotd oper.motd; */
/* Services MOTD append. */
/* svsmotd ircd.svsmotd; */
/* Bot MOTD */
/* botmotd bot.motd; */
/* Shown upon /RULES */
/* rules ircd.rules; */
/*
* Where the IRCd stores and loads a few values which should
* be persistent across server restarts. Must point to an
* existing file which the IRCd has permission to alter or to
* a file in a folder within which the IRCd may create files.
*/
/* tunefile ircd.tune; */
/* Where to save the IRCd's pid. Should be writable by the IRCd. */
/* pidfile ircd.pid; */
};
/*
* NEW: tld {}
* OLD: T:Line
* This sets a different motd and rules files
* depending on the clients hostmask.
* Syntax is as follows:
* tld {
* mask (ident@host);
* motd "(motd file)";
* rules "(rules file)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* note: you can just delete the example block above,
* in which case the defaults motd/rules files (ircd.motd, ircd.rules)
* will be used for everyone.
*/
/*
* NEW: ban nick {}
* OLD: Q:Line
* Bans a nickname, so it can't be used.
* Syntax is as follows:
* ban nick {
* mask "(nick to ban)";
* reason "(reason)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reserved for Services";
};
/*
* NEW: ban ip {}
* OLD: Z:Line
* Bans an ip from connecting to the network.
* Syntax:
* ban ip { mask (ip number/hostmask); reason "(reason)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Delinked server";
};
/*
* NEW: ban server {}
* OLD: Server Q:Line
* Disables a server from connecting to the network.
* if the server links to a remote server, local server
* will disconnect from the network.
* Syntax is as follows:
* ban server {
* mask "(server name)";
* reason "(reason to give)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Get out of here.";
};
/*
* NEW: ban user {}
* OLD: K:Line
* This makes it so a user from a certain mask can't connect
* to your server.
* Syntax:
* ban user { mask (hostmask/ip number); reason "(reason)"; };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
};
/*
* NEW: ban realname {}
* OLD: n:Line
* This bans a certain realname from being used.
* Syntax:
* ban realname {
* mask "(real name)";
* reason "(reason)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* NOTE FOR ALL BANS, they may be repeated for addition entries!
*
* NEW: except ban {}
* OLD: E:Line
* This makes it so you can't get banned.
* Syntax:
* except ban { mask (ident@host); };
* Repeat the except ban {} as many times
* as you want for different hosts.
*/
except ban {
/* don't ban stskeeps */
mask *stskeeps@212.*;
};
/*
* NEW: deny dcc {}
* OLD: dccdeny.conf
* Use this to block dcc send's... stops
* viruses better.
* Syntax:
* deny dcc
* {
* filename "file to block (ie, *exe)";
* reason "reason";
* };
*/
deny dcc {
filename "*sub7*";
reason "Possible Sub7 Virus";
};
/*
* NEW: deny channel {}
* OLD: N/A (NEW)
* This blocks channels from being joined.
* Syntax:
* deny channel {
* channel "(channel)";
* reason "reason";
* class "clients"; (optional)
* };
*/
deny channel {
channel "*warez*";
reason "Warez is illegal";
class "clients";
};
/*
* NEW: vhost {}
* OLD: Vhost.conf file
* This sets a fake ip for non-opers, or
* opers too lazy to /sethost :P
* Syntax:
* vhost {
* vhost (vhost.com);
* from {
* userhost (ident@host to allow to use it);
* };
* login (login name);
* password (password);
* };
* then to use this vhost, do /vhost (login) (password) in IRC
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* You can include other configuration files */
/* include "klines.conf"; */
/* Network configuration */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Cloak keys should be the same at all servers on the network.
* They are used for generating masked hosts and should be kept secret.
* The keys should be 3 random strings of 5-100 characters
* (10-20 chars is just fine) and must consist of lowcase (a-z),
* upcase (A-Z) and digits (0-9) [see first key example].
* HINT: On *NIX, you can run './unreal gencloak' in your shell to let
* Unreal generate 3 random strings for you.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"and another one";
"and another one";
};
/* on-oper host */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Server specific configuration */
set {
kline-address "set.this.email";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* You can enable ident checking here if you want */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* The minimum time a user must be connected before being allowed to use a QUIT message,
* This will hopefully help stop spam */
anti-spam-quit-message-time 10s;
/* Make the message in static-quit show in all quits - meaning no
custom quits are allowed on local server */
/* static-quit "Client quit"; */
/* You can also block all part reasons by uncommenting this and say 'yes',
* or specify some other text (eg: "Bye bye!") to always use as a comment.. */
/* static-part yes; */
/* This allows you to make certain stats oper only, use * for all stats,
* leave it out to allow users to see all stats. Type '/stats' for a full list.
* Some admins might want to remove the 'kGs' to allow normal users to list
* klines, glines and shuns.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Throttling: this example sets a limit of 3 connection attempts per 60s (per host). */
throttle {
connections 3;
period 60s;
};
/* Anti flood protection */
anti-flood {
nick-flood 3:60; /* 3 nickchanges per 60 seconds (the default) */
};
/* Spam filter */
spamfilter {
ban-time 1d; /* default duration of a *line ban set by spamfilter */
ban-reason "Spam/Advertising"; /* default reason */
virus-help-channel "#help"; /* channel to use for 'viruschan' action */
/* except "#help"; channel to exempt from filtering */
};
};
/*
* Problems or need more help?
* 1) www.vulnscan.org/UnrealIRCd/unreal32docs.html
* 2) www.vulnscan.org/UnrealIRCd/faq/ <- contains 80% of your questions!
* 3) If you still have problems you can go irc.unrealircd.org #unreal-support,
* note that we require you to READ THE DOCUMENTATION and FAQ first!
*/
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/*
* example.conf von Daniel Hawton AKA Osiris (osiris@unrealircd.org).
* $Id$
*
* Arbeitet mit Unreal3.2.x
*
* Dies hier ist die neue example.conf. Sie ähnelt irgendwie ein wenig C++ und sie
* soll sie jedenfalls einmal erläutert werden. Es ist ein wenig schwer, erstmals
* damit umzugehen, aber mit ein Wenig Übung und sorgfältigem Lesen sollte das zu
* verstehen sein.
*
* Diese Datei ist einfach in das Hauptverzeichnis des UnrealIRCD zu kopieren und in
* 'unrealircd.conf' umzubenennen.
*
* ZU BEACHTEN: Sämtliche Zeilen außer der mit einer '{' zu Beginn werden mit dem Zeichen
* ';' beendet, auch die Zeile mit '}'. (Beliebter Syntaxfehler!)
* Kommentar Zeilen werden vom IRCd ignoriert.
*
* BITTE LESE die doc/unreal32docs.html! Sie ist auch online erhältlich bei:
* www.vulnscan.org/UnrealIrcd/unreal32docs.html
* Diese Datei enthält zahlreiche ergänzende Informationen über jeden Block, Variablen usw.
* Übersetzung durch stylus740@smart-irc.de (bei irc.smart-irc.net)
*/
/* Kommentar Typen */
#Kommentar Typ 1 (Shell Typ)
// Kommentar Typ 2(C++ Stil)
/* Kommentar Typ 3 (C Stil) */
#Solche Zeilen vom Typ 1, 2 oder 3 werden vom ircd ignoriert.
/*
* UnrealIRCd arbeitet mit Modulen, die geladen werden, wenn sie benötigt werden.
* Man benötigt mindestens das commands Modul und ein cloaking Modul.
*/
/* FÜR *NIX (Unix, Linux, Xenix etc.), sind diese 2 Zeilen auszukommentieren: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* FÜR Windows sind diese 2 Zeilen auszukommentieren: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Man kann über eine 'include' Anweisung auch weitere Konfigurationsdateien einfügen.
* help.conf enthält sämtliche /helpop Texte. Die badwords.*.conf filtert alle badword
* Einträge für den Modus +G...
* Die spamfilter.conf enthält einige wirksame Regeln für aktuelle Trojaner.
* Falls man diese Dateien mit einfügen möchte:
*/
include "help.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* NEU: me {}
* ALT: M:Line
* me {} legt Name, Beschreibung und eindeutige Nummer ('numeric') für diesen Server fest.
* Syntax ist wie folgt:
* me {
* name "server.name";
* info "Server Beschreibung";
* numeric (server numeric*);
* };
* Falls der Server mit anderen gelinkt wird, darf muss die Nummer bei 'numeric' eindeutig
* sein, darf also von keinem anderen Server im Netzwerk verwendet werden.
*/
me
{
name "irc.foonet.com";
info "FooNet Server";
numeric 1;
};
/*
* NEU: admin {}
* ALT: A:Line
* Admin liefert Informationen über den Server Administrator. Man kann
* so viele Zeilen unter 'admin {' angeben, wie man will.
* Syntax ist wie folgt:
* admin {
* "erste Zeile";
* "zweite Zeile";
* [usw]
* };
*/
admin {
"Bob Smith";
"bob";
"widely@used.name";
};
/*
* NEU: class {}
* ALT: Y:line (alte Form war verwirrend)
* Hiermit werden Klassen und ihre Einstellungen festgelegt. Eine Klasse ist eine Gruppen-
* einstellung für Verbindungen. So kann man beispielsweise Server Verbindungen in einer
* eigenen Klasse behandeln, statt zusammen mit Clients.
* Syntax ist wie folgt:
* class (class name)
* {
* pingfreq (wie oft in Sekunden wird ein user/server angepingt);
* maxclients (wie viele Verbindungen sind in dieser Klasse möglich);
* sendq (maximale send Queue einer Verbindung);
* recvq (maximale Empfangs Queue einer Verbindung [Flood Kontrolle!]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Wieviele Servers können gleichzeitig gelinkt sein */
sendq 1000000;
connfreq 100; /* Wieviele Sekunden zwischen jedem Verbindungsversuch */
};
/*
* NEU: allow {}
* ALT: I:Line
* Hier wird festgelegt, welche Verbindungen erlaubt sind...
* Grundlegend kann man damit Clienten erlauben, zu verbinden und hat etwas Kontrolle
* Syntax ist wie folgt:
* allow {
* ip (ip Maske für allow);
* hostname (host Maske);
* class (Klasse, die zugewiesen wird [siehe class {}]);
* password "(password)"; (optional)
* maxperip (wie viele Verbindungen je IP); (optional)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* Passworded allow line */
allow {
ip *@255.255.255.255;
hostname *@*.passworded.ugly.people;
class clients;
password "f00Ness";
maxperip 1;
};
/*
* NEU: allow channel {}
* ALT: chrestrict
* Erlaubt es Usern, einen Channel zu betreten...
* Ist wie eine Ausnahme von 'deny channel'.
* Syntax ist wie folgt:
* allow channel {
* channel "channel name";
* };
*/
allow channel {
channel "#WarezSucks";
};
/*
* NEU: oper {}
* ALT: O:Line
* Legt einen IRC Operator fest
* IRC Operatoren halten den Server in Ordnung, warten ihn und halten die Verbindung
* zum Netzwerk.
* Syntax ist wie folgt:
* oper (login) {
* class (Klasse, die zugewiesen wird, falls anders als meine, wird eine neuee Klasse
* zugewiesen);
* from {
* userhost (ident@host);
* userhost (ident@host);
* };
* flags
* {
* (Flags hier*);
* };
* ODER
* flags "alte Form von Flags, wie OAaRD";
* };
*/
/* Die Liste möglicher Oper Flags kann in doc/unreal32docs.html#operblock nachgelesen werden
* [WIRKLICH empfehlenswert, zu lesen!]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* NEU: listen {}
* ALT: P:Line
* Legt den Port fest, an dem der ircd 'lauscht', um Usern/Servern zu erlauben, eine
* Verbindung zum Server aufzunehmen.
* Syntax ist wie folgt:
* listen (ip number):(port number)
* {
* options {
* (options here);
* };
* };
* oder für ein einfaches listen:
* listen (ip):(port);
*
* ACHTUNG: für ipv6 ips (3ffe:b80:2:51d::2 etc), benutze listen [ip]:port;
*
* Das funktioniert ebenfalls.
*/
/* Options for listen:
OLD | NEW
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* ZU BEACHTEN BEI SSL PORTS: SSL Ports sind nicht standardisiert.
* Es wird oft gesagt, man solle den Port 994 benutzen, weil dies der
* offizielle SSL Port sei. Aber das erfordert root Rechte! Andererseits
* ist der Port 194 der offizielle Port und wann hat man je einen Ircd
* auf diesem Port laufen gesehen?
* Unsere Empfehlung ist, den Port 6697 für SSL zu benutzen, wie es auch
* bei vielen anderen Netzwerken gemacht wird und für z.B. StunTour benutzt wird.
* Man kann so viele SSL Ports öffnen, wie man will, aber wenn man (auch) den Port
* 6697 benutzt, hilft man mit, die Welt ein klein wenig zu standardisieren ;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* ACHTUNG: Wird der IRCd auf einer Shell mit verschiedenen IP's ausgeführt, kann
* die Fehlermeldung 'Address already in use' ('Adresse wird schon benutzt')
* in den Logfiles auftauchen und der IRCd startet nicht.
* Das bedeutet, dass man eine spezifische Adresse anstelle von '*' definieren
* MUSS, wie z.B.:
* listen 1.2.3.4:6667;
* Es sollte klar sein, dass die IP durch die zu ersetzen ist, die einem
* zugewiesen ist.
*/
/*
* NEU: link {}
* ALT: C/N:Lines
* Hiermit wird ein okay für eine Server Verbindung festgelegt.
* ACHTUNG: BEIDE SERVER MÜSSEN EINE LINK {} EINSTELLUNG HABEN, UM KORREKT ZU VERBINDEN!
* Syntax ist wie folgt:
* link (server name)
* {
* username (username, * funktioniert auch);
* hostname (ip Nummer/Hostmaske);
* bind-ip (Welche IP soll zum Verbinden benutzt werden, oder *);
* port (Port, zu dem verbunden werden soll);
* hub (Wenn dies ein Hub ist, funktioniert * , oder Servermasken);
* [oder leaf *;]
* password-connect "(Passwort zu senden)";
* password-receive "(Passwort, welches wir emfangen sollten)";
* class (Klasse, in die Server sollen);
* options {
* (options hier*);
* };
* // Wird SSL benutzt, kann bestimmt werden, welche Verschlüsselung im SSL
* // Modus zu benutzen ist
* // Bei mehreren "openssl ciphers" sind die einzelnen Verschlüsselungen
* // durch ':' zu trennen
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
options:
OLD | NEW
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.mynet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Achtung: autoconnect sollte nicht benutzt werden, wenn man Services linkt */
autoconnect;
ssl;
zip;
};
};
/*
*
* NEU: ulines {}
* ALT: U:Line
* U-lines geben Servern mehr Möglichkeiten/Befehle, sie sollten NUR für Services/Stats
* gesetzt werden und NIEMALS für normale UnrealIRCd Server!
* Syntax ist wie folgt:
* ulines {
* (server to uline);
* (server to uline);
* [etc]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* NEU: drpass {}
* ALT: X:Line
* Hiermit werden die Passworte für /die und /restart festgelegt.
* Syntax ist wie folgt:
* drpass {
* restart "(Passwort für Restart)";
* die "(Passwort für die (die = 'sterben' = Abschaltung))";
* };
*/
drpass {
restart "I-love-to-restart";
die "die-you-stupid";
};
/*
* NEU: log {} ALT: N/A Festlegung von Namen und Speicherort der Logfiles. Man kann
* beliebig viele festlegen.
*
* FLAGS: errors, kills, tkl, connects, server-connects, oper
*
* Syntax:
* log "log file"
* {
* flags
* {
* flag;
* flag;
* etc..
* };
* };
*/
log "ircd.log" {
/* Lösche das Logfile und starte ein neues, wenn 2MB erreicht wurden,
nichts festlegen, wenn man immer das gleiche Log will */
maxsize 2097152;
flags {
oper;
kline;
connects;
server-connects;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* NEU: alias {}
* ALT: N/A
* Hier kann man Befels Aliasse festlegen, wie z.B. /nickserv, /chanserv usw.
* FLAGS: services, stats, normal
*
* Syntax:
* alias "name" {
* target "points to";
* type aliastype;
* };
*
* [ACHTUNG: Mann kann hier auch eine Datei mit vordefinierten Aliassen per include
* einfügen. Siehe auch: doc/unreal32docs.html Abschnitt 2.9]
*/
// Hiermit wird der Befehl /nickserv an den User NickServ geleitet, welcher zur Einstellung set::services-server server verbunden ist
/*alias NickServ {
target "NickServ";
type services;
};*/
// Soll der Befehl auf denselben Nick wie das der Befehl leiten, kann man den Nick auslassen
//alias ChanServ { type services; };
// leitet den /statserv Befehl an den User StatServ aus set::stats-server server
//alias StatServ { type stats; };
// leitet den /superbot Befehl an den User SuperBot
//alias SuperBot { type normal; };
/* Standard Aliasse */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* NEU: alias {}
* ALT: N/A
* Hier können Befehls Aliase, wie z.B.: /identify, /services, usw festgelegt werden.
*
* Syntax:
* alias "name" {
* format "format string" {
* target "zeigt auf";
* type aliastype;
* parameters "zu sendende Parameter";
* };
* type command;
* };
*/
/* Die nachfolgenden Zeilen eigens deshalb, um zu zeigen, dass trotz gleichem Namens die vorherige Anweisung
* völlig unterschiedlich in der Syntax ist, obwohl eine ähnliche Funktion unterstützt wird.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* Die alias::format Anweisung ist ein regulärer Ausdruck. Das erste Format passt auf den /identify Befehl,
* wenn das erste Zeichen ein # ist. Dann wird dies an den chanserv alias mit dem Parameters IDENTIFY
* %1- übergeben. Das zweite Format passt auf den /identify Befehl, wenn das erste Zeichen kein # ist. Danach
* wird der Befehl an den nickserv alias mit den Parameters IDENTIFY %1- geleitet.
*/
/* Die alias::format::parameters Scripting Sprachen ähnlich. %N (wobei N einen Nummer ist) repräsentiert einen
* Parameter, der an den Befehl (in diesem Fall /identify) zu senden ist. Wird %N- angegeben, bedeutet dies
* alle Parameter vom N bis zum letzten Parameter des Strings. Man kann ebenso %n angeben, welches durch den
* Nicknamen des users ersetzt wird.
*/
/* Standard Aliasse */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/*
* NEU: tld {}
* ALT: T:Line
* Hiermit werden unterschiedliche motd und rules Dateien in Abhängigkeit
* von der Hostmaske des Clients eingestellt.
* Syntax ist wie folgt:
* tld {
* mask (ident@host);
* motd "(motd file)";
* rules "(rules file)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* zu beachten: Will man nur die default motd/rules Dateien (ircd.motd, ircd.rules)
* für jedermann benutzen, genügt es, den obigen Beispiel Block einfach zu löschen.
*/
/*
* NEU: ban nick {}
* ALT: Q:Line
* Bannt einen Nicknamen, so dass dieser nicht benutzt werden kann.
* Syntax ist wie folgt:
* ban nick {
* mask "(nick to ban)";
* reason "(reason)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reserviert für Services";
};
/*
* NEU: ban ip {}
* ALT: Z:Line
* Bannt eine IP, so dass diese nicht mehr zum Netzwerk verbinden kann.
* Syntax:
* ban ip { mask (ip Nummer/Hostmaske); reason "(Grund)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Server nicht mehr gelinkt";
};
/*
* NEU: ban server {}
* ALT: Server Q:Line
* Nimmt einem Server die Möglichkeit, zum Neztwerk zu verbinden.
* Wenn der Server zu einem anderen Server des Netzwerkes linkt, wird der
* lokale server die Verbindung zum Netzwerk trennen.
* Syntax ist wie folgt:
* ban server {
* mask "(Server Name)";
* reason "(angegebener Grund)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Hau ab hier.";
};
/*
* NEU: ban user {}
* ALT: K:Line
* Bewirkt, dass ein User mit einer bestimmten Maske nicht mehr zum Server verbinden kann.
* Syntax:
* ban user { mask (Hostmaske/ip Nummer); reason "(Grund)"; };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
};
/*
* NEU: ban realname {}
* ALT: n:Line
* Verhindert, dass ein bestimmter Realname benutzt werden kann.
* Syntax:
* ban realname {
* mask "(Realname)";
* reason "(Grund)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* Sämtliche Banns dürfen durch zusätzliche Einträge wiederholt werden!
*
* NEU: except ban {}
* ALT: E:Line
* Diese Maske ist von Banns ausgenommen.
* Syntax:
* except ban { mask (ident@host); };
* except ban {} kann so oft angegeben werden, wie man für verschiedene Hosts will.
*/
except ban {
/* don't ban stskeeps */
mask *stskeeps@212.*;
};
/*
* NEU: deny dcc {}
* ALT: dccdeny.conf
* Mit diesem Block können dcc send's geblockt werden... Gut, um Viren aufzuhalten.
* Syntax:
* deny dcc
* {
* filename "zu sperrende Datei(ie, *exe)";
* reason "Grund";
* };
*/
deny dcc {
filename "*sub7*";
reason "Möglicherweise Sub7 Virus";
};
/*
* NEU: deny channel {}
* ALT: N/A (NEW)
* Verhindert, dass angegebene Channels benutzt werden können.
* Syntax:
* deny channel {
* channel "(channel)";
* reason "Grund";
* };
*/
deny channel {
channel "*warez*";
reason "Warez sind illegal";
};
/*
* NEU: vhost {}
* ALT: Vhost.conf file
* Setzt eine Fake IP für Nicht-Opers, oder opers, die zu bequem für /sethost sind.... :P
* Syntax:
* vhost {
* vhost (vhost.com);
* from {
* userhost (ident@host um die Nutzung zu gestatten);
* };
* login (Loginname);
* password (Passwort);
* };
* um den vhost zu nutzen, mache /vhost (login) (password) im IRC
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Man kann hier weitere Config Dateien einfügen */
/* include "klines.conf"; */
/* Network configuration */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Cloak keys müssen angegeben sein und sie müssen die selben auf allen Servern
* im Netzwerk sein. Sie werden zur Generierung der maskierten Hosts verwendet
* und sie sollten geheim gehalten werden.
* Die Keys sollten 3 zufällige Strings von 5-100 Zeichen Länge sein (10-20 Zeichen
* (sind ganz ok) und müssen aus Kleinbuchstaben(a-z), Großbuchstaben (A-Z) und
* Ziffern (0-9) bestehen [wie im ersten Key Beispiel].
* TIPP: Auf *NIX, kann man in der Shell './unreal gencloak' aufrufen und durch
* Unreal 3 Zufalls Stings erzeugen und anzeigen lassen.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"und noch einer";
"und noch einer";
};
/* on-oper Host */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Server spezifische Configuration */
set {
kline-address "setze.diese.email";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* Man kann hier ident checking aktivieren, wenn man will */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* Die Mindestzeit, die ein User verbunden sein muss, bevor er eine QUIT Meldung
* senden darf (Das wird offentlich helfen, Spam zu verhindern) */
anti-spam-quit-message-time 10s;
/* Macht die Meldung statisch, die in allen Quit Meldungen angezeigt wird.
Somit sind keine individuellen Quts auf dem lokalen Server mehr erlaubt */
/* static-quit "Client quit"; */
/* Man kann auch sämtliche Part Meldungen blocken, indem man dies auskommentiert
* und 'yes' sagt oder einen anderen Text angibt (z.B. "Bye bye!")
/* static-part yes; */
/* Hiermit kann man bestimmte stats auf ausschliesslich Opers beschränken. Für
* alle Stats kann man * benutzen. Wenn man es weglässt, können alle User alle
* Stats abfragen. Eine vollständige Liste erhält man mit dem Befehl '/stats'.
* Manche Admins entfernen 'kGs' und erlauben so normalen Usern die Anzeige von
* klines, glines and shuns.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Throttling: Dieses Beispiel setzte ein Limit von 3 Verbindungen je 60s (pro Host). */
throttle {
connections 3;
period 60s;
};
/* Anti Flood Schutz */
anti-flood {
nick-flood 3:60; /* 3 Nickänderungen pro 60 Sekunden (Default) */
};
/* Spam Filter */
spamfilter {
ban-time 1d; /* Default Dauer eines *line Banns durch Spamfilter */
ban-reason "Spam/Belästigung"; /* default Grund */
virus-help-channel "#help"; /* Channel, der für die 'viruschan' action benutzt wird*/
/* except "#help"; Channel, der von Filtern ausgenommen wird */
};
};
/*
* Probleme? Weitere Hilfe nötig?
* 1) www.vulnscan.org/UnrealIrcd/unreal32docs.html
* 2) www.vulnscan.org/UnrealIrcd/faq/ <- enthält 80% deiner Fragen - Wetten Dass?
* 3) Hat man dann noch Probleme, kann man den Chat bei irc.unrealircd.org
* #unreal-support aufsuchen. Achtung, wir setzen voraus, dass zuvor die
* DOKU GELESEN WURDE (genauso, wie die FAQ!)!
*/
+842
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@@ -0,0 +1,842 @@
/*
* example.conf por Danial Hawton, alias Osiris (osiris@unrealircd.org).
* Traducido al castellano por Severus_Snape (javiersnape@gmail.com).
*
* Funciona desde Unreal3.2.x
*
* Ok. Este es el nuevo example.conf. Es muy similar a C++.
* De todas formas lleva tiempo hacer esto. En un principio, es dificil de comprender pero
* con un poco de práctica y lectura lo comprenderás.
*
* Simplemente copia este archivo al directorio principal de unrealircd y cambiale el nombre a 'unrealircd.conf'.
*
* NOTA: Todas las líneas, a excepción de la línea de apertura ( { ) terminan en ;, incluyendo la
* línea de cierre ( } ). El IRCd ignorará las lineas comentadas.
*
* ¡POR FAVOR LEE doc/unreal32docs.es.html! La versión online esta disponible en:
* www.vulnscan.org/UnrealIRCd/unreal32docs.es.html
* Contiene mucha información acerca del archivo de configuración: Da información acerca de
* cada bloque, variable, etc.
* ¡Si intentas editar este archivo sin leer bien la documentación
* estas destinado a fallar!
*/
/* Tipos de Comentarios */
#Comentario tipo 1 (Estilo Shell)
// Comentario tipo 2 (Estilo C++)
/* Comentario tipo 3 (Estilo C) */
#Estas líneas son ignoradas por el IRCd.
/*
* UnrealIRCd soporta módulos, cargar algunos de ellos es requerido.
* Al menos debes cargar el módulo de los comandos y un módulo de cifrado (cloaking).
*/
/* PARA *NIX, descomenta las siguientes 2 líneas: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* PARA Windows, descomenta las siguientes 2 líneas: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Además pudes incluir otros archivos de configuración.
* help.conf contiene todo el contenido de /helpop. Los archivos badwords.*.conf
* contienen todas las entradas de badwords para el modo +G...
* spamfilter.conf contiene algunas buenas reglas para los troyanos actuales.
* Probablemente quieres incluirlos:
*/
include "help.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* NUEVO: me {}
* VIEJO: M:Line
* me {} define el nombre, la descripción y el número de servidor
* para este server. La Sintaxis es:
* me {
* name "nombre.del.servidor";
* info "Descripción del Servidor";
* numeric (número del servidor*);
* };
* * = Si estas enlazando este server, el número no debe ser usado por otro server en la red.
*/
me
{
name "irc.foonet.com";
info "FooNet Server";
numeric 1;
};
/*
* NUEVO: admin {}
* VIEJO: A:Line
* /Admin te da la información acerca del administrador del servidor. Tu
* puedes poner cuantas líneas quieras debajo de admin {.
* La sintaxis es:
* admin {
* "primera línea";
* "segunda línea";
* [etc]
* };
*/
admin {
"Bob Smith";
"bob";
"widely@used.name";
};
/*
* NUEVO: class {}
* VIEJO: Y:line (old was confusing)
* Esto define la configuración para las clases. Una clase es una configuración en grupo para las
* conexiones. Por ejemplo, las conexiones de los servidores, en vez de ir a la clase de los clientes.
* la diriges a la clase de servidores. La sintaxis es la siguiente:
* class (nombre de la clase)
* {
* pingfreq (que tan seguido pingueara a el servidor/cliente en segundos);
* maxclients (cuantas conexiones para esta clase);
* sendq (cola máxima de envios para la conexión);
* recvq (cola máxima de mensajes recibidos desde la conexión [Control de Flood]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Cantidad máxima de servers que podemos enlazar a la vez */
sendq 1000000;
connfreq 100; /* Cuentos segundos entre cada intento de conexión */
};
/*
* NUEVO: allow {}
* VIEJO: I:Line
* Esto define los permisos de las conexiones...
* Fundamentalmente para los clientes, les permite conectarse así tu puedes tener un poco de
* control y/o poner una contraseña.
* La sintaxis es la siguiente:
* allow {
* ip (IP/IPs a permitir);
* hostname (nombre de host);
* class (clase asignada a esta conexión [ver class {}]);
* password "(contraseña)"; (opcional)
* maxperip (cuantas conexiones por IP); (opcional)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* allow {} con contraseña */
allow {
ip *@255.255.255.255;
hostname *@*.gente.fea.con.clave;
class clients;
password "f00Ness";
maxperip 1;
};
/*
* NUEVO: allow channel {}
* VIEJO: chrestrict
* Permite a un usuario unirse a un canal...
* como una expeción de deny channel.
* Sintaxis:
* allow channel {
* channel "#nombredelcanal";
* };
*/
allow channel {
channel "#WarezApestan";
};
/*
* NUEVO: oper {}
* VIEJO: O:Line
* Define a un Operador de IRC
* Los Operadores de IRC estan para mantener al servidor "sano" y usualmente
* mantenerlo y tenerlo conectado a la red.
* La sintaxis es la siguiente:
* oper (login) {
* class (clase para ponerlos, si es difirente de la que esta en allow {], los mueve a la nueva clase);
* from {
* userhost (ident@host);
* userhost (ident@host);
* };
* flags
* {
* (las flags aqui*);
* };
* O
* flags "flags antiguas como, OAaRD";
* };
*/
/* Para una lista de banderas de operador, lea doc/unreal32docs.es.html#operblock
* [lectura ALTAMENTE recomendada]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* NUEVO: listen {}
* VIEJO: P:Line
* Esto define el puerto/IP a el que el IRCd debe escuchar y unirse, esto
* permite a los usuarios/servidores conectarse al servidor.
* La sintaxis es:
* listen (Dirección IP):(número de puerto)
* {
* options {
* (opciones aqui);
* };
* };
* o simplemente
* listen: listen (ip):(puerto);
*
* NOTA: para IPs IPv6 (3ffe:b80:2:51d::2, etc.), use listen [ip]:puerto;
*
* Eso también funciona.
*/
/* Opciones para listen {}:
VIEJAS | NUEVAS | SIGNIFICADO
S serversonly Sólo Servidores
C clientsonly Sólo Clientes
J java Sólo Clientes Java
s ssl Conexion Cifrada (SSL)
* standard Standard
*/
/* NOTA EN PUERTOS SSL: Los puertos SSL no están estandarizados,
* muchos puertos SSL estan en números muy altos, algunas personas dicen que deberias hacerlo
* en el puerto 994 por que ese es el puerto SSL oficial... ¡pero eso
* requiere acceso root! Además, el puerto 194 es el puerto oficial de IRC... y
* has visto alguna vez ver un IRCd corriendo en ese puerto? Usan el 6667.
* Asi que, nuestra sugerencia es que uses el puerto 6697 para SSL, ese puerto es usado por
* una cantidad de redes decente y es reconozido por ejemplo: por StunTour.
* Además eres libre de abrir cuantos puertos SSL quieras, pero
* correr uno en 6697 ayudaría al mundo a estandarizarlo un poco mas :).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* NOTA: Si estas en shell IRCd con multiples IPs, normalmente
* obtendras un error como 'La dirección ya esta en uso/Address already in use' en tus logs
* y el IRCd no iniciará. Esto significa que tu DEBES unir el IRCd
* a una IP específica en vez de '*', por ejemplo:
* listen 1.2.3.4:6667;
* Obviamente, reemplaza esa IP con la IP que se te fue asignada.
*/
/*
* NUEVO: link {}
* VIEJO: C/N:Lines
* Esto define los enlazes entre servidores.
* NOTA: ¡LOS DOS SERVIDORES NECESITAN UN BLOQUE LINK {} PARA ENLAZARSE BIEN!
* La sintaxis es:
* link (nombre.del.servidor)
* {
* username (nombre de usuario, * también funciona);
* hostname (dirección IP/máscara de host);
* bind-ip (A que IP unirse cuando se estan enlazando, o *);
* port (Puerto al cual conectarse);
* hub (Si esto es un hub, * funciona.);
* [o leaf *;]
* password-connect "(contraseña a enviar)";
* password-receive "(contraseña que deberiamos)";
* class (Clase a donde dirigir los servers);
* options {
* (las opciones van aqui*);
* };
* // Si tu uses SSL, debes escoger que cifrado usar en el modo SSL
* // Obtiene una lista con "openssl ciphers", separa los métodos de cifrados con ":"
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
opciones:
VIEJAS | NUEVAS | SIGNIFICADO
S ssl Usar SSL
Z zip Comprimir los datos enviados.
N/A autoconnect su servidor intentará conectar automáticamente.
El tiempo usado entre intentos es el que especificó en class::connfreq
(se recomienda para un sólo lado, de leaf a hub)
N/A quarantine Aislar
N/A nodnscache No usar Caché DNS (Muy útil para DDNS)
*/
link hub.mynet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Nota: No deberias usar autoconnect cuando conectas servicios */
autoconnect;
ssl;
zip;
};
};
/*
*
* NUEVO: ulines {}
* VIEJO: U:Line
* Las ulines {} le dan a los servidores mas poder/comandos, ¡esto SOLO debe ser usado
* para los servidores de servicios/estadísticas y NUNCA para servidores UnrealIRCd normales!.
* (Para un buen funcionamiento, todos los servidores deberían tener los mismos U:Lines)
* La Sintaxis es la siguiente:
* ulines {
* (servidor a ulinear);
* (servidor a ulinear);
* [etc]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* NUEVO: {}
* VIEJO: X:Line
* Esto define las contraseñas para /die y /restart.
* La sintaxis es:
* drpass {
* restart "(contraseña para reiniciar)";
* die "(contraseña para matar al IRCd)";
* };
*/
drpass {
restart "amo-reiniciar";
die "muere-inepto";
};
/*
* NUEVO: log {}
* VIEJO: N/A
* Le dice al IRCd donde y que loguear. Puedes tener cuantos tu quieras.
*
* FLAGS: errors, kills, tkl, connects, server-connects, oper
*
* Sintaxis:
* log "archivo.log"
* {
* flags
* {
* flag;
* flag;
* etc...
* };
* };
*/
log "ircd.log" {
/* Borra el archivo e inicia uno nuevo cuando logre 2MB, no uses esto para siempre usar el mismo log */
maxsize 2097152;
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* NUEVO: alias {}
* VIEJO: N/A
* Esto te permite hacer aliases de comandos como /nickserv, /chanserv, etc.
* FLAGS: services, stats, normal
*
* Sintaxis:
* alias "nombre" {
* target "apunta a";
* type aliastype;
* };
*
* [NOTA: Tu también puedes usar un archivo de aliases-predefinidos, lea doc/unreal32docs.es.html sección 2.9]
*/
// Esto apunta el comando a /nickserv a el usuario NickServ el cual esta conectado con el servidor de set::services-server.
/*alias NickServ {
target "NickServ";
type services;
};*/
// Si tu quieres el comando que apunta al el mismo nick que el comando, puedes dejar la entrada "nick" vacia.
//alias ChanServ { type services; };
// Apunta el comando /statserv a el usuario StatServ en el servidor set::stats-server.
//alias StatServ { type stats; };
// Apunta el comando /superbot a el usuario SuperBot
//alias SuperBot { type normal; };
/* Aliases Standard */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* NUEVO: alias {}
* VIEJO: N/A
* Esto te permite configurar aliases de comandos como /identify, /services, etc.
*
* Sintaxis:
* alias "nombre" {
* format "Formato de la Cadena" {
* target "apunta a";
* type tipodealias;
* parameters "parametros a enviar";
* };
* type command;
* };
*/
/* Esto es mostrado separadamente por que hasta tiene el mismo nombre que la directiva anterioir as, es muy diferente en sintaxis,
* pero provee una función muy similar.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* La directiva alias::format es una expresión regular. El primer formato coincide con el comando /identify cuando
* el primer carácter es #. Luego pasa esto a ChanServ con los parámetros IDENTIFY
* %1-. El segundo formato coincide con /identify cuando el primer caracter no es un #. Entonces
* el comando pasa a nickserv con los parámetros IDENTIFY %1-.
*/
/* El alias::format::parameters es similar a los lenguajes de scripting. %N (donde N es un número) representa el
* parámetro enviado al comando (en este caso, /identify). Si especificas %N- significa "todos los parámetros desde
* N hasta el último parámetro en la cadena". También puedes especificar %n que es reemplazado por el nick del usuario.
*/
/* Aliases Standard */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* Este es un ejemplo de un alias de comando real */
/* Esto redirije /GLINEBOT a /GLINE <parámetro> Los Bots 2D... */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 Los Bots 2D no están permitidos en este servidor, para mas información lea la faq en http://www.ejemplo.com/faq/123";
};
type command;
};
/*
* NUEVO: files {}
* VIEJO: include/config.h
*
* Este bloque se sobrepone con el dirctorio principal del IRCd para cargar cosas
* como el MOTD, el PIPfile, o escribir/cargar el tunefile. La
* existencia de este bloque permite una instalación de UnrealIRCd a
* soportar múltiples instancias corriendo cuando es combinado con la opción -c
* en la línea de comandos.
*
* Usualmente. Los directorios relativos son interpretados relativamente a el directorio
* donde UnrealIRCd encuentra unrealircd.conf si -c -no-
* es especificado en la línea de comandos.
*/
files
{
/* El Mensaje del Dia (MOTD - Message of the Day) mostrado a los usuarios que se conectan: */
/* motd ircd.motd; */
/*
* Un MOTD corto. Si el archivo existe, sera mostrado a
* el usuario en vez del MOTD. Los usuarios todavia podrán ver el
* MOTD completo usando el comando /MOTD.
*/
/* shortmotd ircd.smotd; */
/* Mostrado cuando un operador usa /OPER y se loguea exitosamente. */
/* opermotd oper.motd; */
/* El MOTD de los Servicios. */
/* svsmotd ircd.svsmotd; */
/* El MOTD de los Bots */
/* botmotd bot.motd; */
/* Las reglas que se muestran al usar /RULES */
/* rules ircd.rules; */
/*
* Donde el IRCd guarda y carga algunos parámetros que deberían
* ser persistentes entre reinicios del servidor. Debe apuntar a un
* archivo existente el cual el IRCd tiene permiso para alterarlo o un
* archivo en una carpeta donde el IRCd puede crear archivos.
*/
/* tunefile ircd.tune; */
/* Donde guardar el PID del IRCd. Debería ser modificable por el IRCd. */
/* pidfile ircd.pid; */
};
/*
* NUEVO: tld {}
* VIEJO: T:Line
* Esto configura MOTDs y RULES distintos
* dependiendo en la máscara de host del cliente.
* La sintaxis es:
* tld {
* mask (ident@host);
* motd "(archivo-motd)";
* rules "(archivo-rules)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* NOTA: tu puedes simplemente borrar el bloque de ejemplo aqui arriba,
* en ese caso los MOTD/RULES normales (ircd.motd, ircd.rules)
* serán usados para todos.
*/
/*
* NUEVO: ban nick {}
* VIEJO: Q:Line
* Banea a un nick, así no puede ser usado.
* La sintaxis es la siguiente:
* ban nick {
* mask "(nick a banear)";
* reason "(rasón)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reservado para los Servicios";
};
/*
* NUEVO: ban ip {}
* VIEJO: Z:Line
* Banea una IP de conectarse a la red.
* Sintaxis:
* ban ip { mask (ip/hostmask); reason "(rasón)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Servidor delinkeado";
};
/*
* NUEVO: ban server {}
* VIEJO: Server Q:Line
* Prohibe a un servidor de conectarse a la red.
* Si el servidor se linkea a un servidor remoto, el servidor local
* se desconectará de la red.
* La sintaxis es la siguiente:
* ban server {
* mask "(nombre.del.servidor)";
* reason "(Rasón)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Fuera de aca.";
};
/*
* NUEVO: ban user {}
* VIEJO: K:Line
* Esto hace que un usuario con una máscara de host determinada no se pueda conectar
* a tu servidor.
* Sintaxis:
* ban user { mask (hostmask/ip); reason "(rasón)"; };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiota";
};
/*
* NUEVO: ban realname {}
* VIEJO: n:Line
* Este bloque banea a un determinado realname (nombre real) de ser usado.
* Sintaxis:
* ban realname {
* mask "(nombre real)";
* reason "(rasón)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* NOTA PARA TODOS LOS BANS, puedes repetirlos para agregar mas!
*
* NUEVO: except ban {}
* VIEJO: E:Line
* Eso hace que no puedas ser baneado.
* Sintaxis:
* except ban { mask (ident@host); };
* Repite el except ban {} cuantas veces quieras
* para diferentes bans.
*/
except ban {
/* no banees a stskeeps */
mask *stskeeps@212.*;
};
/*
* NUEVO: deny dcc {}
* VIEJO: dccdeny.conf
* Use este block para denegar DCC SENDs...
* detiene a los virus mejor.
* Sintaxis
* deny dcc
* {
* filename "(archivo a bloquear (por ejemplo: *.exe"));
* reason ("rasón");
* };
*/
deny dcc {
filename "*sub7*";
reason "Posiblemente un virus Sub7";
};
/*
* NUEVO: deny channel {}
* VIEJO: N/A (NUEVO)
* Esto bloquea canales de ser creados.
* Sintaxis:
* deny channel {
* channel "(canal)";
* reason "rasón";
* };
*/
deny channel {
channel "*warez*";
reason "El Warez es ilegal";
};
/*
* NEW: vhost {}
* OLD: Vhost.conf file
* Setea una IP para los no-operadores, o
* para opers muy flojos para hacer /sethost :P
* Sintaxis:
* vhost {
* vhost (vhost.com);
* from {
* userhost (ident@host.a.permitir.usar.el.vhost);
* };
* login (nombre del login);
* password (contraseña);
* };
* para usar este vhost, usa /vhost (login) (contraseña) en IRC
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Puedes incluir otros archivos de configuración */
/* include "klines.conf"; */
/* Configuración de la red */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Las llaves de cifrado (cloak keys) deberían ser las mismas en toda la red.
* Son usadas para generar hosts "enmascarados" y mantenerlos secretos.
* Las llaves deben ser 3 cadenas aleatorias de 5 a 100 carácteres
* (de 10 a 20 es aceptable también) y deben tener una minúscula (a-z),
* mayúscula (A-Z) y dígitos (0-9) [mira el ejemplo de la primera llave].
* CONSEJO: En *NIX puedes ejecutar './unreal gencloak' en tu shell para hacer que
* Unreal genere tres cadenas aleatorias por ti.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"and another one";
"and another one";
};
/* host para los operadores */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Configuración específica del servidor */
set {
kline-address "configura.este@email";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* Puedes habilitar el chequeo de ident si quieres*/
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* El tiempo mínimo que un usuario debe estar conectado antes de usar un mensaje QUIT,
* Esto podria detener el spam */
anti-spam-quit-message-time 10s;
/* Hace que el mensaje en static-quit se muestr en todos kis quits - significando que
no se permiten quits personalizados en este servidor */
/* static-quit "El Cliente se desconectó"; */
/* También puedes bloquear todas las razones de part, descomentando el siguiente comentario y poniendo 'yes',
* o especificar otro mensaje (ejemplo: "¡Adiós!") para usar siempre como razón. */
/* static-part yes; */
/* Esto permite que pudas hacer algunos comandos de /stats solo para uso de los operadores, use * para ocultar todos los stats,
* dejelo en blanco para permitir a los usuarios ver todos los /stats. Escriba '/stats' para una lista completa.
* Algunos administradores querrán remover los stats "kGs" para prohibir a los usuarios normales ver los
* klines, glines y shuns.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Regulación de Conexiones: este ejemplo setea un límite de 3 intentos de conexión cada 60 segundos (por host). */
throttle {
connections 3;
period 60s;
};
/* Protección anti-flood */
anti-flood {
nick-flood 3:60; /* 3 cambios de nick por cada 60 segunos (por defecto) */
};
/* Filtro de Spam */
spamfilter {
ban-time 1d; /* duración de un *line puesto por spamfilter (filtro de spam) */
ban-reason "Spam/Publicidad"; /* razón */
virus-help-channel "#help"; /* canal para usar para la acción "viruchan" */
/* exceptuar "#help"; el canal "#help" esta libre de filtro */
};
};
/*
* Problemas o necesitas mas ayuda?
* 1) www.vulnscan.org/UnrealIRCd/unreal32docs.es.html
* 2) www.vulnscan.org/UnrealIRCd/faq/ (en inglés)<- ¡contiene el 80% de tus preguntas!
* 3) Si sigues teniendo problemas, ve a irc.unrealircd.org #unreal-support,
* ¡nótese que NECESITAMOS que leas la DOCUMENTACIÓN y la FAQ antes de preguntarnos!
*/
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/*
* example.conf par Daniel Hawton AKA Osiris (osiris@unrealircd.org).
* Ancien traducteur français : babass
* Tradution française : Alef Burzmali - http://www.burzmali.com
* Dernière mise à jour : 2010-09-11
* $Id$
*
* Fonctionne pour Unreal3.2.x
*
* Okay les gars, voici la nouvelle version de l'example.conf. Cela ressemble plus à du C++.
* Peu importe, il est temps de se lancer. Il est difficile de l'attaquer pour la première fois, mais
* avec un peu d'expérience et de lecture vous comprendrez.
*
* Copiez juste ce fichier dans votre répertoire unrealircd principal et appellez le 'unrealircd.conf'.
*
* NOTE: Toutes les lignes, exceptées les ligne d'ouvertures { , se terminent par un ;, en particulier
* celles de fermeture }.
* L'IRCd ignorera les lignes commentées.
*
* LISEZ S'IL VOUS PLAIT doc/unreal32docs.fr.html !
* La version en ligne est aussi disponible à : http://www.unrealircd.com/files/docs/unreal32docs.fr.html
* Elle contient beaucoup d'informations à propos du fichier de configuration : fournit des informations
* à propos de chaque bloc, variable, etc..
* Si vous essayez de modifier ce fichier sans avoir bien lu la documentation,
* vous êtes presque sûr de vous tromper.
*/
/* Type de commentaires */
#Commentaire type 1 (type Shell)
// Commentaire type 2 (style C++)
/* Commentaire type 3 (style C) */
# Toutes ces lignes sont ignorées par l'ircd.
/*
* UnrealIRCd supporte des modules et certains sont obligatoires.
* Vous aurez besoin au moins du module commands et du module cloaking.
*/
/* POUR *NIX, décommentez les 2 lignes suivantes : */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* POUR Windows, décommentez les 2 lignes suivantes : */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Vous pouvez également inclure d'autres fichiers de configuration.
* doc/help.fr.conf contient tout le texte de /helpop en français.
* help.conf contient la version anglaise.
* Les fichiers badwords.*.conf contiennent tous les badwords pour le mode +G...
* spamfilter.conf contient quelques bonnes règles pour les trojans courrants.
* Vous voudrez probablement les inclure:
*/
include "doc/help.fr.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* ACTUEL : me {}
* ANCIEN : M:Line
* me {} definit le nom, la description et l'identifiant numérique pour ce serveur.
* La syntaxe est la suivante :
* me {
* name "nom.du.serveur";
* info "Description du Serveur";
* numeric (numeric* serveur);
* };
* En cas de link, cet identifiant ne peut être utilisé pour aucun autre serveur du réseau.
*/
me
{
name "irc.foonet.com";
info "FooNet Server";
numeric 1;
};
/*
* ACTUEL : admin {}
* ANCIEN : A:Line
* Admin donne des informations sur les server admins.
* Vous pouvez mettre autant de lignes que vous voulez après admin {.
* La syntaxe est la suivante :
* admin {
* "première ligne";
* "deuxième ligne";
* [etc]
* };
*/
admin {
"Bob Smith";
"bob";
"widely@used.name";
};
/*
* ACTUEL : class {}
* ANCIEN : Y:line (l'ancien était déroutant)
* Définit les réglages pour les classes. Une classe est un groupe de réglages pour
* des connexions. Par exemple, pour les connexions serveurs, au lieu de passer par une classe
* client, vous utilisez directement une classe serveur. La syntaxe est la suivante :
* class (nom de la classe)
* {
* pingfreq (fréquence des pings utilisateurs/serveurs en secondes);
* maxclients (combien de connexions pour cette classe);
* sendq (file d'attente maximum pour l'envoie depuis une connexion);
* recvq (file d'attente maximum pour la réception depuis une connexion [contrôle du flood]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Nombre maximum de serveurs pouvant être reliés en même temps */
sendq 1000000;
connfreq 100; /* Combien de secondes entre chaque tentatives de connexions */
};
/*
* ACTUEL : allow {}
* ANCIEN : I:Line
* Définit les autorisations de connexions...
* Principalement pour les clients, cela leur permet de se connecter, vous pouvez donc avoir un certain
* contrôle et/ou mettre un mot de passe.
* La syntaxe est la suivante :
* allow {
* ip (ip mask à autoriser);
* hostname (host mask);
* class (classe à laquelle les renvoyer [voir class {}]);
* password "(mot de passe)"; (optionnel)
* maxperip (nombre de connexions par ip); (optionnel)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* connexion autorisée avec mot de passe */
allow {
ip *@255.255.255.255;
hostname *@*.passworded.ugly.people;
class clients;
password "f00Ness";
maxperip 1;
};
/*
* ACTUEL : oper {}
* ANCIEN : O:Line
* Définit un IRC Operateur
* Les IRC operateurs sont là pour préserver la qualité du serveur mais aussi d'en assurer
* la maintenance et sa connexion au réseau.
* La syntaxe est la suivante :
* oper (login) {
* class (classe à laquelle les associer, si différent du bloc allow, les déplace vers une nouvelle classe);
* from {
* userhost (ident@host);
* userhost (ident@host);
* };
* flags
* {
* (flags ici*);
* };
* OU
* flags "ancien type de flags, comme OAaRD";
* };
*/
/* Pour avoir la liste des flags oper, voir doc/unreal32docs.fr.html#operblock
* [lecture HAUTEMENT recommendée]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* ACTUEL : listen {}
* ANCIEN : P:Line
* Définit un port à rattacher à l'ircd, pour autoriser
* des utilisateurs/serveurs à se connecter au serveur.
* La syntaxe est la suivante :
* listen (ip):(port)
* {
* options {
* (options ici);
* };
* };
* ou pour une écoute
* indifférente : listen (ip):(port);
*
* NOTICE : pour les ips ipv6 (3ffe:b80:2:51d::2 etc), utilisez listen [ip]:port;
*
* Cela fonctionne également.
*/
/* Options de listen:
ANCIEN | ACTUEL
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* NOTE SUR LES PORTS SSL: les ports SSL sont plutôt non standardisés,
* A côté des nombreux ports high-SSL, certaines personnes disent que vous devez
* l'utiliser sur le port 994 car c'est le port SSL officiel.. mais cela
* requière d'être root! D'un autre coté, le port 194 est le port irc officiel et
* avez vous déjà vu un ircd fonctionner sur celui-ci ?
* Donc, notre suggestion est d'utiliser le port 6697 pour le SSL, ceci est utilisé par
* beaucoup de réseaux et est reconnu par exemple par StunTour.
* Vous êtes libre d'ouvrir autant de ports SSL que vous le désirez mais
* en utilisant (au moins) 6697 vous aidez le monde à se standardiser un peu ;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* NOTE: Si vous êtes sur un shell avec de multiples IP vous êtes
* susceptibles d'avoir l'erreur 'Address already in use' (adresse déjà utilisée)
* dans vos logs et l'ircd refusera de démarer.
* Cela signifie que vous devrez utiliser une IP spécifique au lieu de '*',
* Donc par exemple :
* listen 1.2.3.4:6667;
* Evidemment, remplacez l'IP par celle qui vous a été assignée.
*/
/*
* ACTUEL : link {}
* ANCIEN : C/N:Lines
* Définit un accord pour la connexion d'un serveur.
* NOTE : CHACUN DES SERVEURS NECESSITE UN PARAMETRE LINK {} POUR SE CONNECTER CORRECTEMENT !
* La syntaxe est la suivante :
* link (nom du serveur)
* {
* username (username, * fonctionne aussi);
* hostname (ip/hostmask);
* bind-ip (IP à laquelle se relier lors de la connexion, ou *);
* port (port auquel se connecter, si il y en a un);
* hub (Si c'est un a hub, * fonctionne, ou les servermasks qu'il doit porter);
* [ou leaf *;]
* password-connect "(mot de passe à envoyer)";
* password-receive "(mot de passe que l'on doit recevoir)";
* class (classe à affecter aux serveurs);
* options {
* (options ici*);
* };
* // Si vous utilisez le SSL, vous pouvez choisir quel algorithme de hash utiliser dans le mode SSL
* // Utilisez la commande "openssl ciphers" pour obtenir la liste des algorithmes disponibles, séparez les par des ":"
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
options:
ANCIEN | ACTUEL
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.mynet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Note : Vous ne devriez pas utiliser autoconnect lorsque vous linkez des services */
autoconnect;
ssl;
zip;
};
};
/*
*
* ACTUEL : ulines {}
* ANCIEN : U:Line
* Les U-lines donnent aux serveurs plus de pouvoir/commandes, ceci doit UNIQUEMENT être appliqué
* aux serveurs de services/stats et JAMAIS pour des serveurs UnrealIRCd normaux !
* La syntaxe est la suivante :
* ulines {
* (serveur auquel appliquer la uline);
* (serveur auquel appliquer la uline);
* [etc]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* ACTUEL : drpass {}
* ANCIEN : X:Line
* Défini les mots de passe pour les commandes /die et /restart.
* La syntaxe est la suivante :
* drpass {
* restart "(mot de passe pour relancer)";
* die "(mot de passe pour arrêter)";
* };
*/
drpass {
restart "I-love-to-restart";
die "die-you-stupid";
};
/*
* ACTUEL : log {}
* ANCIEN : N/A
* Dit à l'ircd où et quoi loguer. Vous pouvez en avoir
* autant que vous le souhaitez.
*
* FLAGS : errors, kills, tkl, connects, server-connects, oper
*
* Syntaxe :
* log "fichier de log"
* {
* flags
* {
* flag;
* flag;
* etc..
* };
* };
*/
log "ircd.log" {
/* Efface le fichier de log et commence un nouveau lorsqu'il dépasse 2MB,
retirez ceci pour toujour utiliser le même fichier de log */
maxsize 2097152;
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* ACTUEL : alias {}
* ANCIEN : N/A
* Ceci vous permet de définir des alias pour les commandes telles que /nickserv, /chanserv etc
* FLAGS: services, stats, normal
*
* Syntaxe :
* alias "nom" {
* target "pointe vers";
* type typedalias;
* };
*
* [NOTE : Vous pouvez également inclure un fichier d'alias prédéfinis ici, voir
* doc/unreal32docs.fr.html section 2.9]
*/
// Ceci fait pointer la commande /nickserv vers l'utilisateur NickServ qui est connecté au serveur set::services-server
/*alias NickServ {
target "NickServ";
type services;
};*/
// Si vous voulez que la commande pointe vers le même nom que la commande, vous pouvez ignorez l'entré du nom
//alias ChanServ { type services; };
// Faire pointer la commande /statserv vers l'utilisateur StatServ sur le serveur set::stats-name
//alias StatServ { type stats; };
// Faire pointer la commande /superbot vers l'utilisateur SuperBot
//alias SuperBot { type normal; };
/* Alias Standards */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* ACTUEL : alias {}
* ANCIEN : N/A
* Ceci vous permet de définir des alias pour les commandes telles que /identify, /services, etc
*
* Syntaxe :
* alias "nom" {
* format "format string" {
* target "pointer vers";
* type typedalias;
* parameters "paramètres à envoyer";
* };
* type command;
* };
*/
/* Ceci est expliqué séparément car même si elle a le même nom que la directive précédente, elle est très
* différente dans sa syntaxe, bien qu'elle a une fonction similaire et dépend des alias standards pour
* fonctionner.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* La directive alias::format est une expression régulière. Le premier format correspond à la commande
* /identify command lorsque le premier caractère est un #. Cela renvoit donc à l'alias chanserv avec
* les paramètres IDENTIFY %1-. Le second format correspond à la commande /identify lorsque le premier
* caractère n'est pas un #. Cela envoie alors la commande à l'alias nickserv avec les paramètres
* IDENTIFY %1-.
*/
/* L'alias::format::parameters est similaire aux languages de programmation. %N (où N est un nombre)
* représente un paramètre envoyé à la commande (dans ce cas /identify). Si vous spécifiez %N- cela
* signifie que tous les paramètres depuis N jusqu'au dernier paramètre dans la chaîne de caractères.
* Vous pouvez également spécifier %n qui est remplacé par le pseudo de l'utilisateur.
*/
/* Alias Standards */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* Ceci est un exemple de véritable alias de commande*/
/* Ceci renvoye /GLINEBOT à /GLINE <parameter> 2d etc... */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 2d Les bots ne sont pas permis sur ce serveur, lisez s'il-vous-plait la faq sur http://www.example.com/faq/123";
};
type command;
};
/*
* ACTUEL : files {}
* ANCIEN : include/config.h
*
* Ce bloc écrase les chemins utilisés par défaut par l'IRCd pour charger des choses
* comme le MOTD, enregistrer son PID ou écrire ou lire son fichier de sauvegarde (tunefile).
* L'existence de ce bloc permet à une installation de UnrealIRCd de supporter
* plusieurs instances tournant simultanément lorsque combinée à l'option de ligne
* de commande -c
*
* Comme d'habitude, les chemins relatifs sont interprétés à partir du répertoire
* dans lequel UnrealIRCd trouverait unrealircd.conf si -c N'est PAS spécifiée
* sur la ligne de commande.
*/
files
{
/* Le message du jour (Message Of The Day) affiché aux utilisateurs se connectant : */
/* motd ircd.motd; */
/*
* Un MOTD court. Si ce fichier existe, il sera affiché aux
* utilisateurs à la place du MOTD. Ceux-ci peuvent toujours voir
* le MOTD complet en utilisant la commande /MOTD
*/
/* shortmotd ircd.smotd; */
/* Affiché lorsqu'un opérateur utilise /OPER */
/* opermotd oper.motd; */
/* MOTD des services. */
/* svsmotd ircd.svsmotd; */
/* MOTD des bots */
/* botmotd bot.motd; */
/* Affiché par la commande /RULES */
/* rules ircd.rules; */
/*
* Fichier dans lequel l'IRCd sauvegarde et charge quelques valeurs qui devraient
* être conservées malgré les redémarrages du serveur. Doit pointer vers un fichier
* existant que l'IRCd peut modifier ou vers un fichier dans un dossier dans
* lequel l'IRCd peut créer des fichiers.
*/
/* tunefile ircd.tune; */
/* Fichier dans lequel l'IRCd stocke son pid. L'IRCd doit pouvoir le modifier. */
/* pidfile ircd.pid; */
};
/*
* ACTUEL : tld {}
* ANCIEN : T:Line
* Ceci applique un MOTD et des fichiers de règles différents
* en fonction de l'hostmask des clients.
* La syntaxe est la suivante :
* tld {
* mask (ident@host);
* motd "(motd file)";
* rules "(rules file)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* Note : vous pouvez juste effacer le bloc d'exemple ci-dessus,
* auquel cas les fichiers motd/règles par défaut (ircd.motd, ircd.rules)
* seront utilisés pour tout le monde.
*/
/*
* ACTUEL : ban nick {}
* ANCIEN : Q:Line
* Bannit un pseudo, il ne peut donc être utilisé.
* La syntaxe est la suivante :
* ban nick {
* mask "(pseudo à bannir)";
* reason "(raison)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reservé aux Services";
};
/*
* ACTUEL : ban ip {}
* ANCIEN : Z:Line
* Empêche une ip de se connecter au réseau.
* Syntaxe :
* ban ip { mask (ip/hostmask); reason "(raison)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Serveur délinké";
};
/*
* ACTUEL : ban server {}
* ANCIEN : Server Q:Line
* Empêche un serveur de se connecter au réseau.
* Si le serveur est linké à un serveur distant, le serveur local
* sera déconnecté du réseau.
* La syntaxe est la suivante :
* ban server {
* mask "(nom du serveur)";
* reason "(raison à donner)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Va-t-en d'ici.";
};
/*
* ACTUEL : ban user {}
* ANCIEN : K:Line
* Fait qu'un utilisateur avec un certain masque ne peut se connecter
* à votre serveur.
* Syntaxe :
* ban user { mask (hostmask/ip); reason "(raison)"; };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
};
/*
* ACTUEL : ban realname {}
* ANCIEN : n:Line
* Ceci empêche un certain realname d'être utilisé.
* Syntaxe :
* ban realname {
* mask "(realname)";
* reason "(raison)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* NOTE POUR TOUS LES BANS, ils peuvent être répetés pour ajouter des entrées !
*
* ACTUEL : except ban {}
* ANCIEN : E:Line
* Fait que vous ne pouvez être banni.
* Syntaxe :
* except ban { mask (ident@host); };
* Répétez l'except ban {} autant de fois
* que vous voulez pour différents hosts.
*/
except ban {
/* ne bannit pas stskeeps */
mask *stskeeps@212.*;
};
/*
* ACTUEL : deny dcc {}
* ANCIEN : dccdeny.conf
* Utilisez ceci pour bloquer l'envoi de dcc ...
* Utile pour bloquer les virus.
* Syntaxe :
* deny dcc
* {
* filename "fichier à bloquer (ex : *exe)";
* reason "raison";
* };
*/
deny dcc {
filename "*sub7*";
reason "Possible Sub7 Virus";
};
/*
* ACTUEL : deny channel {}
* ANCIEN : N/A (NEW)
* Ceci empêche des salons d'être joints.
* Syntaxe :
* deny channel {
* channel "(salon)";
* reason "raison";
* class "clients"; (optionnel)
* };
*/
deny channel {
channel "*warez*";
reason "Warez is illegal";
class "clients";
};
/*
* ACTUEL : allow channel {}
* ANCIEN : chrestrict
* Autorise un utilisateur à joindre un salon...
* comme une exception au deny channel.
* Syntaxe :
* allow channel {
* channel "nom du salon";
* class "clients"; (optionnel)
* };
*/
allow channel {
channel "#WarezSucks";
class "clients";
};
/*
* ACTUEL : vhost {}
* ANCIEN : Vhost.conf file
* Applique une ip factice aux non-opers, ou aux
* opers trop flemmards pour utiliser /sethost :P
* Syntaxe :
* vhost {
* vhost (vhost.com);
* from {
* userhost (ident@host à autoriser à utiliser);
* };
* login (login);
* password (mot de passe);
* };
* ensuite pour utiliser ce vhost, tapez /vhost (login) (mot de passe) sur l'IRC
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Vous pouvez utiliser d'autres fichiers de configuration */
/* include "klines.conf"; */
/* Configuration du réseau */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Les Cloak keys doivent être les mêmes sur tous les serveurs du réseau.
* Ils sont utilisés pour générer des hosts masqués et doivent être gardés secrets.
* Les clés doivent être 3 chaînes de 5-100 caractères melangés.
* (10-20 caractères est parfait) et elles doivent être constituées de minuscules (a-z),
* majuscules (A-Z) et chiffres (0-9) [voir le premier exemple de clé].
* Astuce : Sur *NIX, vous pouvez utiliser la commande './unreal gencloak' dans votre shell pour que
* Unreal génère 3 chaînes aléatoires pour vous.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"et une autre";
"et un autre";
};
/* host à l'identification oper */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Configuration spécifique d'un serveur */
set {
kline-address "définir.cet.email";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* Vous pouvez enclencher la vérification des idents si vous voulez */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* Durée maximum pendant laquelle un utilisateur doit rester connecté avant de pouvoir utiliser
* un message de QUIT.
* Ceci devrait aider à stoper le spam */
anti-spam-quit-message-time 10s;
/* Applique le message de static-quit à tous les quits - cela signifie qu'aucun
message de quit personalisé ne sera autorisé sur le serveur local */
/* static-quit "Client quit"; */
/* Vous pouvez également bloquer toutes les raisons de part en décommentant ceci et en disant
* 'yes', ou spécifiez un autre texte (ex: "Bye bye!") pour qu'il soit toujours utilisé.. */
/* static-part yes; */
/* Vous permet de restreindre certaines stats aux opers, utilisez * pour toutes les stats,
* enlevez le pour autoriser les utilisateurs à voir toutes les stats. Tapez '/stats' pour
* une liste complète.
* Certains admins pourront vouloir bloquer 'kGs' pour que les utilisateurs normaux ne puissent
* lister les klines, glines et shuns.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Throttling: cet exemple applique une limite de 3 tentatives de connection en 60s (par host). */
throttle {
connections 3;
period 60s;
};
/* Protection Anti flood */
anti-flood {
nick-flood 3:60; /* 3 changements de pseudo en 60 secondes (la valeur par défaut) */
};
/* Filtre anti-spam */
spamfilter {
ban-time 1d; /* durée par défaut d'un ban *line appliqué par le spamfilter */
ban-reason "Spam/Advertising"; /* raison par défaut */
virus-help-channel "#help"; /* salon à utiliser pour l'action 'viruschan' */
/* excepté "#help"; salon à exempter de filtrage */
};
};
/*
* Problèmes ou besoin de plus d'aide ?
* 1) http://www.unrealircd.com/files/docs/unreal32docs.fr.html
* 2) http://www.vulnscan.org/UnrealIRCd/faq/ <- contient 80% de vos questions !
* 3) Si vous avez encore des problèmes vous pouvez aller sur irc.unrealircd.org #unreal-support,
* notez que vous devez avoir LU LA DOCUMENTATION ET LA FAQ d'abord !
*/
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/*
* example.conf Daniel Hawton avagy Osiris jóvoltából (osiris@unrealircd.org).
* A magyar fordítást AngryWolf <angrywolf2009@gmail.com> készítette.
* $Id$
*
* Felhasználható Unreal3.2.x
*
* Oké, emberek! Ez az új példa konfiguráció. A kinézete nagyon hasonló
* a C++-hoz, olyasformán. Mindenesetre itt az ideje végigmennünk rajta. Eleinte
* nehéz nekilendülni, de kis gyakorlással és olvasgatással meg fogjuk érteni.
*
* Csak másoljuk be ezt a fájlt a fő unrealircd könyvtárunkba, és nevezzük
* 'unrealircd.conf'-nak.
*
* MEGJEGYZÉS: Minden sor, kivéve a nyitó { sort, ;-vel végződik, beleértve
* a záró } sort is. Az IRCd figyelmen kívül hagyja a megjegyzéssorokat.
*
* KÉRLEK, OLVASD EL A doc/unreal32docs.html-T! Az online verzió is elérhető
* a www.vulnscan.org/UnrealIRCd/unreal32docs.html címen.
* Rengeteg információt tartalmaz a konfigurációs fájlról: tájékoztatást ad
* minden blokkról, változóról stb.
* Ha megpróbálod szerkeszteni ezt a fájlt anélkül, hogy megfelelően elolvastad
* volna a dokumentációt, jó eséllyel kanyarodsz a biztos kudarc felé!
*/
/* Megjegyzések típusai */
#1. Megjegyzéstípus (Shell típusú)
// 2. Megjegyzéstípus (C++ stílusú)
/* 3. Megjegyzéstípus (C stílusú) */
#ezeket a sorokat az ircd figyelmen kívül hagyja.
/*
* Az UnrealIRCd támogat modulokat, néhányuk betöltése kötelező is.
* Legalább a parancsokat biztosító és egy álcázó modulra lesz szükségünk.
*/
/* *NIX-BAN vegyük ki a megjegyzésből a következő két sort: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* Windows-BAN vegyük ki a megjegyzésből a következő két sort: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Azt is megtehetjük, hogy befűzünk más konfigurációs fájlokat.
* A help.conf tartalmazza az összes /helpop szöveget. A badwords.*.conf
* fájlok tartalmazzák az összes csúnyaszó bejegyzést a +G módhoz...
* A spamfilter.conf néhány jó szabályt a jelenlegi trójai vírusokra.
* Valószínűleg be akarjuk tölteni őket:
*/
include "help.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* ÚJ: me {}
* RÉGI: M:Line
* A me {} határozza meg ennek a szervernek a nevét, a leírását és az unrealbeli
* szerverazonosító-számát. A szintaktikája a következő:
* me {
* name "szerver.név";
* info "A szerver leírása";
* numeric (szerverazonosító*);
* };
* Ha linkelünk, ezt az azonosítószámot nem használhatja semmilyen más szerver
* a hálózaton.
*/
me
{
name "irc.valaminet.com";
info "ValamiNet Szerver";
numeric 1;
};
/*
* ÚJ: admin {}
* RÉGI: A:Line
* Ez a blokk információt ad a szerver adminisztrátorairól. Annyi sort tehetünk
* az admin { alá, amennyit kívánunk.
* A szintaktikája a következő:
* admin {
* "első sor";
* "második sor";
* [stb]
* };
*/
admin {
"Bob Smith";
"bob";
"szeleskorben@hasznalt.nev";
};
/*
* ÚJ: class {}
* RÉGI: Y:line (a régi zavarbaejtő volt)
* Ezek az osztályokat állítják be. Az osztályok a kapcsolatok egy csoportjának
* beállításai. Például a szerver kapcsolatokat, ahelyett, hogy egy kliens
* osztályába kerülnének, beleirányítjuk a szerverek osztályába. Szintaktika:
* class (osztálynév)
* {
* pingfreq (hány másodpercenként pingeljünk egy felhasználót/szervert);
* maxclients (mennyi kapcsolat lehet ebben az osztályban);
* sendq (egy kapcsolat küldési sorának maximális mérete);
* recvq (egy kapcsolat fogadási sorának maximális mérete [árvízvédelem]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Legfeljebb ennyi szervert linkelhetünk egyszerre */
sendq 1000000;
connfreq 100; /* Ennyi másodpercet várjon, mielőtt újra kapcsolódik */
};
/*
* ÚJ: allow {}
* RÉGI: I:Line
* Ez a kapcsolatok engedélyezését határozza meg...
* Alapvetően kliensekre használjuk; megengedi nekik, hogy kapcsolódjanak, így
* némileg van lehetőség a szabályozásra, valamint jelszót is beállíthatunk.
* A szintaktika a következő:
* allow {
* ip (ip maszk az engedélyezéshez);
* hostname (gazdanév maszk);
* class (osztály, ahová küldjük őket [lásd: class {}]);
* password "(jelszó)"; (nem kötelező)
* maxperip (mennyi kapcsolatot engedjünk ip címenként); (nem kötelező)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* Jelszavas allow blokk */
allow {
ip *@255.255.255.255;
hostname *@*.jelszavas.csunya.emberkek;
class clients;
password "V4lami";
maxperip 1;
};
/*
* ÚJ: allow channel {}
* RÉGI: chrestrict
* Megengedi egy felhasználónak, hogy belépjen egy csatornára...
* mint egy csatornáról letiltás alóli kivétel.
* Szintaktika:
* allow channel {
* channel "csatornanév";
* class "clients"; (nem kötelező)
* };
*/
allow channel {
channel "#AWarezSzívás";
class "clients";
};
/*
* ÚJ: oper {}
* RÉGI: O:Line
* Definiál egy IRC operátort
* Az IRC operátorok feladata, hogy épségben tartsák a szervert; rendszerint
* ügyelnek a karbantartottságára és arra, hogy kapcsolatban maradjon
* a hálózattal. A szintaktika a következő:
* oper (bejelentkezőnév) {
* class (osztály, ahová berakjuk őket; ha eddig más osztályban voltak,
* átteszi őket ebbe az új osztályba);
* from {
* userhost (azonosító@gazdanév);
* userhost (azonosító@gazdanév);
* };
* flags
* {
* (flagek ide*);
* };
* VAGY
* flags "régi típusú flagek, mint pl. OAaRD";
* };
*/
/* Az oper flagek listáját lásd a doc/unreal32docs.hu.html#operblock szekcióban
* [ERŐSEN ajánlott elolvasni]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* ÚJ: listen {}
* RÉGI: P:Line
* Meghatároz egy olyan portot, amelyet az ircd megnyit, és engedélyt ad
* a felhasználóknak/szervereknek, hogy kapcsolódjanak a szerverre.
* A szintaktika a következő:
* listen (ip cím):(portszám)
* {
* options {
* (opciók ide);
* };
* };
* vagy egy síma portnyitáshoz:
* listen (ip):(port);
*
* MEGJEGYZÉS: ipv6-os ip-kre (3ffe:b80:2:51d::2 stb.) használjuk a
* listen [ip]:port;
* szintaktikát. Az is működik.
*/
/* Opciók a listenhez:
RÉGI | ÚJ
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* MEGJEGYZÉS SSL PORTOKRA: az SSL portok eléggé szabványosítatlanok, emellett
* sok a magas SSL port. Néhányan azt mondják, a 994-en célszerű futtatni,
* mert az a hivatalos SSL port... de a rendszergazdát igényel! Ezenkívül,
* a 194 a hivatalos irc port, de láttunk valaha egy ircd-t azon futni?
* Így mi a javaslatunk az, hogy használjuk a 6697-et SSL-hez, ezt használja
* jónéhány hálózat, és ezt ismeri fel például a StunTour is.
* Szabadon megnyithatunk annyi SSL portot, amennyit akarunk, de ha a 6697-et
* (is) használjuk, kicsit segítjük a világot szabványosodni ;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* MEGJEGYZÉS: Ha egy több IP címes IRCd shellen vagyunk, előfordulhat, hogy
* "Address already in use" ("A cím már használatban van") hibaüzeneteket
* találunk a naplóban, és az ircd nem indul el. Ez azt jelenti, hogy
* az ircd-nek egy meghatározott IP címre KELL bindelnie a "*" helyett
* vagyis például így:
* listen 1.2.3.4:6667;
* Természetesen cseréljük ki az IP címet arra az IP-re, amelyet nekünk
* osztottak ki.
*/
/*
* ÚJ: link {}
* RÉGI: C/N:Line-ok
* Ez a blokk "igen"-t mond egy szerver kapcsolódására.
* MEGJEGYZÉS: MINDKÉRT SZERVEREN KELL EGY LINK {} BEÁLLÍTÁS A HELYES
* KAPCSOLÓDÁSHOZ!
* A szintaktika a következő:
* link (szervernév)
* {
* username (felhasználónév, * is működik);
* hostname (ip cím/gazdanév maszk);
* bind-ip (amilyen IP címre bindeljen kapcsolódáskor, vagy *);
* port (port, ahová kapcsolódjon, ha van);
* hub (Ha ez egy hub; * működik, vagy szervermaszkokat is beírhatunk);
* [vagy leaf *;]
* password-connect "(elküldendő jelszó)";
* password-receive "(fogadandó jelszó)";
* class (osztály, ahová betesszük a szervereket);
* options {
* (opciók ide*);
* };
* // Ha SSL-t használunk, kiválaszthatjuk, milyen rejtjelező algoritmusok
* // legyenek használatban SSL módban. Listát kapunk az "openssl ciphers"
* // paranccsal. Az egyes algoritmusokat :-tal válasszuk el.
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
opciók:
RÉGI | ÚJ
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.sajatnet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Megjegyzés: szolgáltatások linkelésekor célszerű nem
* használni az autoconnect opciót.
*/
autoconnect;
ssl;
zip;
};
};
/*
*
* ÚJ: ulines {}
* RÉGI: U:Line
* Az U-line-ok több hatalmat/parancsot adnak a szervereknek. CSAK
* szolgáltatásokat és statisztikákat nyújtó szerverekre érdemes beállítani,
* és SOHA rendes UnrealIRCd szerverekre!
* A szintaktika a következő:
* ulines {
* (uline-ra teendő szerver);
* (uline-ra teendő szerver);
* [stb.]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* ÚJ: drpass {}
* RÉGI: X:Line
* Meghatározza a jelszavakat a /die és /restart parancsokhoz.
* A szintaktika a következő:
* drpass {
* restart "(újraindítás jelszava)";
* die "(leállítás jelszava)";
* };
*/
drpass {
restart "Imádok-újraindítani";
die "Halj-te-buta";
};
/*
* ÚJ: log {}
* RÉGI: N/A
* Megmondja az ircd-nek, hová és mit naplózzon. Annyi naplófájlunk lehet,
* amennyit szeretnénk.
*
* FLAGEK: errors, kills, tkl, connects, server-connects, oper
*
* Szintaktika:
* log "naplófájl"
* {
* flags
* {
* (flag);
* (flag);
* [stb.]
* };
* };
*/
log "ircd.log" {
/* Törölje a naplófájlt, és kezdjen egy újat, ha eléri a 2 MB-ot;
* hagyjuk ki ezt a beállításból, ha mindig ugyanazt a naplót
* szeretnénk használni
*/
maxsize 2097152;
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* ÚJ: alias {}
* RÉGI: N/A
* Ezzel olyan álparancsokat készíthetünk, mint a /nickserv, /chanserv stb.
* FLAGEK: services (szolgáltatás), stats (statisztika), normal (közönséges
* felhasználó)
*
* Szintaxis:
* alias "név" {
* target "ahová mutasson";
* type álparancstípus;
* };
*
* [MEGJEGYZÉS: Beilleszthetünk ide egy előre beállított álparancsfájlt is,
* lásd: doc/unreal32docs.html, 2.9-es szekció]
*/
// Ez a /nickserv parancsot a NickServ felhasználóra irányítja, aki a set::services-server szerverre kapcsolódott.
/*alias NickServ {
target "NickServ";
type services;
};*/
// Ha a parancsot ugyanarra a nicknévre szeretnénk irányítani, ami a parancs neve, kihagyhatjuk a nick bejegyzést.
//alias ChanServ { type services; };
// A /statserv parancsot a set::stats-server szerveren lévő StatServ felhasználóra irányítja
//alias StatServ { type stats; };
// A /superbot parancsot a SuperBot felhasználóra irányítja.
//alias SuperBot { type normal; };
/* Szabványos álparancsok */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* ÚJ: alias {}
* RÉGI: N/A
* Ezzel olyan álparancsokat készíthetünk, mint az /identify, /services stb.
*
* Szintaktika:
* alias "név" {
* format "formátumsztring" {
* target "ahova mutasson";
* type álparancstípus;
* parameters "küldendő paraméterek";
* };
* type command;
* };
*/
/* Ezt azért mutatjuk külön, mert még ha ugyanaz is a neve, mint az előző direktívának, a szintaktikája nagyon
* más, habár hasonló feladatot lát el, és a szabványosok álparancsokra van szüksége, hogy működjön.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* Az alias::format direktíva egy reguláris kifejezés. Az első formátum akkor illeszkedik az /identify parancsra,
* ha az első karakter egy #. Azután elküldi ezt a chanserv álparancshoz az IDENTIFY %1- paraméterekkel.
* A második formátum akkor illeszkedik az /identify parancsra, ha az első karakter nem egy #. Azután
* elküldi a parancsot a nickserv álparancshoz az IDENTIFY %1- paraméterekkel.
*/
/* Az alias::format::parameters hasonló a scriptnyelvekhez. Az %N (ahol N egy szám) a parancshoz küldött egyik
* paramétert ábrázolja (ebben az esetben az /identify-ét). Ha azt írjuk, hogy %N-, a sztring N-edik
* paraméterétől az utolsóig minden paramétert fog jelenteni. Megadhatunk egy %n-et is, amely ki lesz cserélve
* a felhasználó nicknevével.
*/
/* Szabványos álparancsok */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* Példa egy valódi álparancsra */
/* A /GLINEBOT parancsot leképezi arra, hogy /GLINE <paraméter> 2d stb... */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 2d Botok tilosak ezen a szerveren, kérlek, olvasd el a faq-ot a http://www.example.com/faq/123 címen";
};
type command;
};
/*
* ÚJ: files {}
* RÉGI: include/config.h
*
* Ez a blokk felülírja az IRCd alapértelmezett útvonalait olyan fájlok
* betöltésére, mint az MOTD, PID fájl mentése vagy a behangoló fájl
* írása/olvasása. Ennek a blokknak a jelenléte támogatást ad arra, hogy
* egyetlen telepített UnrealIRCd-nek több példányát futtassuk, amikor
* a -c parancssori opcióval párosítjuk.
*
* Ahogy megszoktuk, a relatív útvonalak ahhoz a könyvtárhoz relatívan
* értendőek, ahol az UnrealIRCd megtalálja az unrealircd.conf fájlt,
* hacsak nem a -c paramétert megadjuk a parancssorban.
*/
files
{
/* A Nap Üzenete (Message Of The Day), elküldve a belépett felhasználóknak: */
/* motd ircd.motd; */
/*
* Egy rövid MOTD (short MOTD). Ha létezik ez a fájl, ezt a fájlt
* fogják látni a felhasználók az MOTD helyett. A teljes MOTD-t
* továbbra is megnézhetik az /MOTD parancs használatával.
*/
/* shortmotd ircd.smotd; */
/* Megjelenik, ha egy operátor bejelentkezik (/OPER) */
/* opermotd oper.motd; */
/* MOTD hozzáfűzés a szolgáltatásoknak. */
/* svsmotd ircd.svsmotd; */
/* Bot MOTD */
/* botmotd bot.motd; */
/* Megjelenik a /RULES parancsra */
/* rules ircd.rules; */
/*
* Itt tárol és innen tölt be az IRCd néhány olyan értéket, amelyet
* minden szerverújraindítás során meg kell őriznie. Egy olyan fájlra
* kell, hogy mutasson, amely létezik, és az IRCd-nek van módosítási joga,
* vagy pedig olyan könyvtárban van, ahol az IRCd-nek van fájllétrehozási joga.
*/
/* tunefile ircd.tune; */
/* Ide mentjük az IRCd PID fájlját. Az IRCd számára írhatónak kell lennie. */
/* pidfile ircd.pid; */
};
/*
* ÚJ: tld {}
* RÉGI: T:Line
* Beállít más motd és rules fájlt
* a kliens hostmaszkjára.
* A szintaktikája a következő:
* tld {
* mask (azonosító@gazda);
* motd "(motd fájl)";
* rules "(rules fájl)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* megjegyzés: a fenti példa blokkot akár le is törölhetjük; ebben az esetben
* mindenkire az alapértelmezett motd/rules fájlok (ircd.motd, ircd.rules)
* lesznek használatban.
*/
/*
* ÚJ: ban nick {}
* RÉGI: Q:Line
* Kitilt egy nicknevet, így az nem használható.
* A szintaktikája a következő:
* ban nick {
* mask "(kitiltandó nick)";
* reason "(indoklás)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Fenntartva a szolgáltatásoknak";
};
/*
* ÚJ: ban ip {}
* RÉGI: Z:Line
* Megtiltja egy ip-nek, hogy a hálózatra kapcsolódjon.
* Szintaktika:
* ban ip { mask (ip cím/gazdanévmaszk); reason "(indoklás)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Lecsatolt szerver";
};
/*
* ÚJ: ban server {}
* RÉGI: Q:Line szerverekre
* Megtiltja egy szervernek, hogy a hálózatra kapcsolódjon.
* Ha egy szerver távoli szerverre linkel, a helyi szerver
* szétkapcsolja a hálózatról.
* A szintaktikája a következő:
* ban server {
* mask "(szervernév)";
* reason "(indoklás)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Mars ki innen!";
};
/*
* ÚJ: ban user {}
* RÉGI: K:Line
* Elintézi, hogy egy felhasználó egy bizonyos maszkról ne tudjon kapcsolódni
* a szerverünkre.
* Szintaktika:
* ban user { mask (gazdanévmaszk/ip cím); reason "(indok)"; };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idióta";
};
/*
* ÚJ: ban realname {}
* RÉGI: n:Line
* Letiltja egy bizonyos valós név használatát.
* Szintaktikája:
* ban realname {
* mask "(valós név)";
* reason "(indok)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* MEGJEGYZÉS MINDEN BANRA: ezek ismételhetőek további bejegyzésekhez!
*
* ÚJ: except ban {}
* RÉGI: E:Line
* Elintézi, hogy ne lehessen minket kibannolni.
* Szintaktika:
* except ban { mask (azonosító@gazda); };
* További gazdákhoz annyiszor ismételjük az except ban {}-t,
* amennyiszer szükséges.
*/
except ban {
/* ne tiltsuk ki stskeeps-t */
mask *stskeeps@212.*;
};
/*
* ÚJ: deny dcc {}
* RÉGI: dccdeny.conf
* Használjuk dcc küldések blokkolására... Jobban
* megállítja a vírusokat.
* Szintaktika:
* deny dcc
* {
* filename "blokkolandó fájl (pl. *exe)";
* reason "indok";
* };
*/
deny dcc {
filename "*sub7*";
reason "Valószínűleg Sub7 Virus";
};
/*
* ÚJ: deny channel {}
* RÉGI: N/A (ÚJ)
* Letiltja bizonyos csatornákon a belépést.
* Szintaktika:
* deny channel {
* channel "(csatorna)";
* reason "indok";
* class "clients"; (nem kötelező)
* };
*/
deny channel {
channel "*warez*";
reason "A warez törvényellenes";
class "clients";
};
/*
* ÚJ: vhost {}
* RÉGI: Vhost.conf fájl
* Beállít egy hamis ip címet közönséges felhasználókon, vagy
* olyan operátorokon, akik lusták a /sethost-ot használni :P
* Szintaktika:
* vhost {
* vhost (vhost.com);
* from {
* userhost (azonosító@gazda, aki használhatja);
* };
* login (bejelentkezőnév);
* password (jelszó);
* };
* azután e vhost használatához adjuk ki
* a /vhost (bejelentkezőnév) (jelszó) parancsot IRC-n
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Befűzhetünk más konfigurációs fájlokat */
/* include "klines.conf"; */
/* Hálózati beállítások */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Az álcázó kulcsoknak a hálózat minden szerverén azonosnak kell
* lenniük. Az álcázott gazdanevek előállításában van szerepük, ezért
* legyenek titokban tartva! Mind 3 kulcs legyen egy-egy véletlenszerű
* sztring 5-100 karakterből (10-20 karakter kitűnő), valamint
* tartalmazniuk kell kisbetűket (a-z), nagybetűket (A-Z) és számokat
* (0-9) [ahogy az első kulcsos példában látható].
* TIPP: *NIX alatt az './unreal gencloak' parancsot futtatva
* a parancsértelmezőnkben, az Unreal 3 véletlen sztringet
* generál nekünk.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"írjunk hozzá még egyet";
"írjunk hozzá még egyet";
};
/* gazdanevek opereléskor */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Szerverszintű beállítások */
set {
kline-address "állítsuk.be.ezt.az.emailt";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#operek";
options {
hide-ulines;
/* Itt engedélyezhetjük az ident ellenőrzést, ha szeretnénk */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* Legkevesebb ennyi ideig kell a felhasználónak kapcsolatban lennie,
* mielőtt engedélyt kap a QUIT üzenetek használatára. Remélhetőleg
* ez leállítja a spamot. */
anti-spam-quit-message-time 10s;
/* A static-quit a neki megadott üzenetet megjeleníti minden
* kilépésben - avagy egyéni kilépési szövegek nem engedélyezettek
* a helyi szerveren */
/* static-quit "Kliens kilépés"; */
/* Hasonlóan blokkolható minden lelépési indok, úgy, hogy kivesszük
* a megjegyzésből ezt, és "yes"-t írunk vagy megadunk valamilyen
* más szöveget (pl. "Bye bye!"), hogy mindig az legyen a lelépés
* indoklószövege. */
/* static-part yes; */
/* Ezzel megmondhatjuk, mely statisztikákat szeretnénk csak operátorok
* számára engedélyezni. Használjunk *-ot, ha az összeset kívánjuk,
* és hagyjuk el a direktívát, ha a felhasználók mindet láthatják. Írjuk
* be a "/stats" parancsot a teljes listáért.
* Lehet, hogy néhány adminisztrátor törölni fogja a "kGs"-t, hogy
a közönséges felhasználók láthassák a kline-okat, gline-okat és
* shunokat.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Elfojtás: ez a példa 60 másodpercenként legfeljebb 3 kapcsolódási
* kísérletet engedélyező korlátozást állít be (gazdánként). */
throttle {
connections 3;
period 60s;
};
/* Árasztásellenes védelem */
anti-flood {
nick-flood 3:60; /* 3 nicknévváltás 60 másodpercenként
(az alapértelmezés) */
};
/* Spamszűrő */
spamfilter {
ban-time 1d; /* a spamszűrő által beállított *line-ok
alapértelmezett kitiltási ideje */
ban-reason "Spam/Reklámozás"; /* alapértelmezett indok */
virus-help-channel "#help"; /* a "viruschan" tevékenységhez
használt csatorna */
/* except "#help"; kivesszük a szűrés alól ezt a csatornát */
};
};
/*
* Problémák akadtak, vagy szükség van további segítségre?
* 1) www.vulnscan.org/UnrealIRCd/unreal32docs.html
* 2) www.vulnscan.org/UnrealIRCd/faq/ <- a kérdéseid 80%-át tartalmazza!
* 3) Ha még mindig gondod van, felmehetsz az irc.unrealircd.org #unreal-support
* csatornájára. Fontos: kérjük, hogy előbb OLVASD EL A DOKUMENTÁCIÓT és
* a GYIK-ot!
*/
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/*
* example.conf door Daniel Hawton AKA Osiris (osiris@unrealircd.org).
* $Id$
* Vertaald door Mark
*
* Werkt voor Unreal3.2.x
*
* Dit is de nieuwe example.conf. Het lijkt veel op C++.
* Het begin is wellicht moeilijk, maar met wat ervaring en lezen
* zul je het wel begrijpen.
*
* Kopieer dit bestand naar je hoofd UnrealIRCd dir en noem het 'unrealircd.conf'.
*
* OPMERKING: Alle regels, behalve de openings { regel, eindingen met een ;, dus
* ook de sluitende } regel. Commentaar regels worden door de IRCd niet verwerkt.
*
* LEES doc/unreal32docs.html! De online versie is tevens te bereiken op:
* www.vulnscan.org/UnrealIRCd/unreal32docs.html
* Er staat heel veel informatie in over het configbestand: informatie over
* elk block, variabele, etc..
* Wanneer je dit bestand aanpast zonder de documentatie grondig te lezen,
* zul je gegarandeerd falen!
*/
/* Type van commentaar */
#Commentaar type 1 (Shell type)
// Commentaar type 2(C++ style)
/* Commentaar type 3 (C Style) */
#Deze regels worden niet verwerkt door de IRCd.
/*
* UnrealIRCd ondersteunt modules, het laden van sommige is benodigd.
* Je hebt tenminste een commands module en een cloacking module nodig.
*/
/* VOOR *NIX, haal de commentaartekens weg bij de volgende 2 regels: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* VOOR Windows, haal de commentaartekens weg bij de volgende 2 regels: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Je kan tevens andere configuratiebestanden toevoegen.
* help.conf bevat alle /helpop tekst. De badwords.*.conf
* bestanden bevatten alle badword instellingen voor mode +G..
* spamfilter.conf bevat enkele goede regels voor huidige trojans.
* Je wilt deze waarschijnlijk laden:
*/
include "help.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* NIEUW: me {}
* OUD: M:Line
* me {} definieert de naam, beschrijving en unreal numeriek voor deze server.
* De syntax is als volgt:
* me {
* name "server.naam";
* info "Server Beschrijving";
* numeric (server numeric*);
* };
* Waneer je servers linkt, mag de numeric niet door een andere server in gebruik zijn.
*/
me
{
name "irc.foonet.com";
info "FooNet Server";
numeric 1;
};
/*
* NIEUW: admin {}
* OUD: A:Line
* Admin geeft informatie over de server admin. Je mag hier
* zo veel regels opgeven als je wilt.
* De syntax is als volgt:
* admin {
* "eerste regel";
* "tweede regel";
* [etc]
* };
*/
admin {
"Bob Smith";
"bob";
"widely@used.name";
};
/*
* NIEUW: class {}
* OUD: Y:line (de oude was verwarrend)
* Hiermee stel je de classes in. Een class is een groepsinstelling voor
* connections. Server connecties stuur je naar een andere class dan
* gebruikers.
* De syntax is als volgt:
* class (class naam)
* {
* pingfreq (hoe vaak er gepingt moet worden naar een gebruiker/server in seconden);
* maxclients (hoeveel connecties er maximaal in deze class mogen zijn);
* sendq (maximale send queue voor 1 connectie);
* recvq (maximale receive queue voor 1 connectie [flood control]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Hoeveel servers we maximaal tegelijk gelinkt kunnen hebben */
sendq 1000000;
connfreq 100; /* Hoeveel seconden tussen een poging to verbinden */
};
/*
* NIEUW: allow {}
* OUD: I:Line
* Hiermee stel je het toestaan van connecties in.
* Gebruikers kunnen verbinden, en jij hebt wat controle en kan eventueel
* een wachtwoord instellen.
* De syntax is als volgt:
* allow {
* ip (ip mask dat toegestaan moet worden);
* hostname (host mask);
* class (class waarnaar ze gestuurd moeten worden [see class {}]);
* password "(wachtwoord)"; (optioneel)
* maxperip (hoeveel connecties per IP); (optioneel)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* Allow met wachtwoord */
allow {
ip *@255.255.255.255;
hostname *@*.passworded.ugly.people;
class clients;
password "f00Ness";
maxperip 1;
};
/*
* NIEUW: allow channel {}
* OUD: chrestrict
* Geeft de mogelijkheid een kanaal te joinen,
* als uitzondering voor een deny channel {}
* De syntax is als volgt:
* allow channel {
* channel "kanaal naam";
* };
*/
allow channel {
channel "#WarezSucks";
};
/*
* NIEUW: oper {}
* OUD: O:Line
* Stelt een IRC Operator in
* IRC Operators zorgen voor orde op de server en zorgen er
* tevens voor dat de server verbonden blijft met het netwerk.
* De syntax is als volgt:
* oper (login) {
* class (class waarin ze geplaatst moeten worden.);
* from {
* userhost (ident@host);
* userhost (ident@host);
* };
* flags
* {
* (flags hier*);
* };
* OF
* flags "oud type flags, zoals OAaRD";
* };
*/
/* Voor een lange lijst van oper flags, zie doc/unreal32docs.html#operblock
* [wordt ten zeerste aangeraden te lezen!]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* NIEUW: listen {}
* OUD: P:Line
* Hiermee stel je een poort in voor de IRCd, zodat
* gebruikers/servers kunnen verbinden met je server.
* De syntax is als volgt:
* listen (ip nummer):(port nummer)
* {
* options {
* (opties hier);
* };
* };
* of een gewone:
* listen: listen (ip):(port);
*
* OPMERKING: voor IPv6 IPs (3ffe:b80:2:51d::2 etc), gebruik listen [ip]:port;
*
* Dat werkt ook.
*/
/* Opties voor listen:
OUD | NIEUW
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* Opmerking voor SSL poorten: SSL poorten zijn niet echt
* standaard. Mensen zeggen dat je SSL op poort 994 moet laten
* lopen, omdat dit de standaard SSL poort is.. Maar meestal worden
* hogere poorten gebruikt. Om poort 994 te gebruiken, moet je root
* zijn! Tevens is poort 194 de officiele IRC poort. Maar heb je daar
* ooit een IRCd op zien lopen?
* Wij raden je aan om poort 6697 voor SSL te gebruiken. Dit wordt op
* vrijwel alle netwerken gebruikt en wordt herkend door bijvoorbeeld
* StunTour. Je mag zoveel SSL poorten openen als je wil, maar als je
* (tevens) 6697 gebruikt, help je mee de wereld meer uniform te maken ;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* Opmerking: Als je een IRCd shell gebruikt met meerdere IPs, krijg
* je wellicht een "Address already in use" error in je log
* en de IRCd zal niet starten. Dit betekent dat je MOET binden
* naar een specifiek IP in plaats van '*', bijvoorbeeld:
* listen 1.2.3.4:6667l
* Natuurlijk moet je het IP vervangen door het IP dat je toewezen is.
*/
/*
* NIEUW: link {}
* OUD: C/N:Lines
* Geeft een server toegang om te verbinden.
* OPMERKING: Beiden servers hebben een link { } nodig om goed te kunnen verbinden!
* De syntax is als volgt:
* link (server naam)
* {
* username (username, * werkt ook);
* hostname (ip number/hostmask);
* bind-ip (welk IP te binden wanneer je connect, of *);
* port (poort om naar te verbinden);
* hub (Als dit een hub is, werkt '*');
* [of leaf *;]
* password-connect "(wachtwoord te zenden)";
* password-receive "(wachtwoord te ontvangen)";
* class (class waarin de server geplaatst moet worden);
* options {
* (opties hier*);
* };
* // Als we SSL gebruiken, kunnen we kiezen welke cipher we willen gebruiken in SSL mode
* // Verkrijg een lijst door "openssl ciphers", onderscheid ciphers met :'s
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
opties:
OUD | NIEUW
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.mynet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Opmerking: Gebruik geen autoconnect naar Services */
autoconnect;
ssl;
zip;
};
};
/*
*
* NIEUW: ulines {}
* OUD: U:Line
* U:Lines geven servers meer macht/commando's. Gebruik het alleen voor
* services en stats, en NOOIT voor normale UnrealIRCd servers!
* De syntax is als volgt:
* ulines {
* (server to uline);
* (server to uline);
* [etc]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* NIEUW: drpass {}
* OUD: X:Line
* Stelt de wachtwoorden voor /die en /restart in.
* De syntax is als volgt:
* drpass {
* restart "(wachtwoord voor herstart)";
* die "(wachtwoord voor beeindigen)";
* };
*/
drpass {
restart "I-love-to-restart";
die "die-you-stupid";
};
/*
* NIEUW: log {}
* OUD: N/A
* Laat de IRCd weten wat en waar te loggen. Je kan er
* zoveel instellen als je wilt.
*
* FLAGS: errors, kills, tkl, connects, server-connects, kline, oper
*
* De syntax is als volgt:
*
* log "log file"
* {
* flags
* {
* flag;
* flag;
* etc..
* };
* };
*/
log "ircd.log" {
/* Verwijder het logbestand en begint een nieuwe wanneer de oude 2MB groot is. Laat dit leeg om altijd
hetzelfde bestand te gebruiken */
maxsize 2097152;
flags {
oper;
kline;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* NIEUW: alias {}
* OUD: N/A
* Hiermee stel je commando's zoals /nickserv, /chanserv etc in.
* FLAGS: services, stats, normal
*
* De syntax is als volgt:
* alias "naam" {
* target "wijst naar";
* type aliastype;
* };
*
* [Opmerking: Je kan ook een standaard alias bestand gebruiken, zie doc/unreal32docs.nl.html sectie 2.9]
*/
// Dit wijst het commando /nickserv naar de gebruiker NickServ welke verbonden is met set::services-server
/*alias NickServ {
target "NickServ";
type services;
};*/
// Als je het commando naar dezelfde nick als het commando wil sturen, kun je "target" weglaten.
//alias ChanServ { type services; };
// Wijst het /statserv commando naar de gebruiker Statserv verbonden met set::stats-server
//alias StatServ { type stats; };
// Wijst het /superbot commando naar de gebruiker SuperBot
//alias SuperBot { type normal; };
/* Standaard aliases */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* NIEUW: alias {}
* OUD: N/A
* Hiermee stel je commando's zoals /identify, /services in.
*
* De syntax is als volgt:
* alias "naam" {
* format "format string" {
* target "wijst naar";
* type aliastype;
* parameters "parameters te verzenden";
* };
* type command;
* };
*/
/* Hier wordt apart notitie van gemaakt, hoewel het dezelfde naam heeft als het vorige block. Het verschilt veel
* in syntax, maar het maakt gebruik van dezelfde functies.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* De alias::format is een reguliere expressie. Het eerste formaat matcht het /identify commando wanneer
* het eerste teken een # is. Daarna wordt het doorgezonden naar de chanserv alias met de parameters
* IDENTIFY %1-. Het tweede formaat matcht het /identify commando wanneer het eerste teken geen # is. Daarna
* wordt het commando doorgestuurd naar de nickserv alias met de parameters IDENTIFY %1-.
*/
/* Het alias::format::parameters is gelijk aan script-talen. %N (N is een nummer) staat voor de parameter die
* gezonden is naar het commando (in dit geval /identify). Wanneer je %N- opgeeft, betekent dat alle parameters
* vanaf N tot de laatste paramater in de string. Je kan ook %n gebruiken, waar %n vervangen wordt door de nick.
*/
/* Standaard aliases */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* Dit is een voorbeeld van een echt commando alias */
/* Dit verwijst /GLINEBOT naar /GLINE <parameter> 2d etc... */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 2d Bots are not allowed on this server, please read the faq at http://www.example.com/faq/123";
};
type command;
};
/*
* NIEUW: tld {}
* OUD: T:Line
* Hiermee stel je verschillende MOTD en RULES bestanden in,
* afhangend van de gebruikers hostmask.
* De syntax is als volgt:
* tld {
* mask (ident@host);
* motd "(motd bestand)";
* rules "(rules bestand)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* Opmerking: je kan het bovenstaande voorbeeld verwijderen.
* In dat geval worden de standaard motd/rules bestanden (ircd.motd, ircd.rules).
* gebruikt voor iedereen.
*/
/*
* NIEUW: ban nick {}
* OUD: Q:Line
* Bant een nickname zodat deze niet gebruikt kan worden.
* De syntax is als volgt:
* ban nick {
* mask "(nick om te bannen)";
* reason "(reden)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Reserved for Services";
};
/*
* NIEUW: ban ip {}
* OUD: Z:Line
* Bant een IP van de server
* De syntax is als volgt:
* ban ip {
* mask (ip number/hostmask);
* reason "(reden)";
* };
*/
ban ip {
mask 195.86.232.81;
reason "Delinked server";
};
/*
* NIEUW: ban server {}
* OUD: Server Q:Line
* Zorgt ervoor dat een server niet kan verbinden met het netwerk.
* Als de server naar een andere server linkt, zal de lokale server
* de verbinding met het netwerk verbreken.
* De syntax is als volgt:
* ban server {
* mask "(server naam)";
* reason "(reden)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Get out of here.";
};
/*
* NIEUW: ban user {}
* OUD: K:Line
* Zorgt ervoor dat een gebruiker met een bepaalde mask niet
* kan verbinden met je server.
* De syntax is als volgt:
* ban user {
* mask (hostmask/ip number);
* reason "(reden)";
* };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
};
/*
* NIEUW: ban realname {}
* OUD: n:Line
* Belet het gebruik van een bepaalde realname.
* De syntax is als volgt:
* ban realname {
* mask "(real name)";
* reason "(reden)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* OPMERKING VOOR ALLE BANS: Ze mogen herhaald worden voor extra toevoegingen!
*
* NIEUW: except ban {}
* OUD: E:Line
* Zorgt ervoor dat jij niet gebanned kan worden.
* De syntax is als volgt:
* except ban { mask (ident@host); };
* Herhaal de except ban {} zo vaak als je wilt
* voor andere hosts.
*/
except ban {
/* don't ban stskeeps */
mask *stskeeps@212.*;
};
/*
* NIEUW: deny dcc {}
* OUD: dccdeny.conf
* Wordt gebruikt om DCC sends te blokkeren..
* Stopt virii beter.
* De syntax is als volgt:
* deny dcc
* {
* filename "bestand te blokkeren (bv, *exe)";
* reason "reden";
* };
*/
deny dcc {
filename "*sub7*";
reason "Possible Sub7 Virus";
};
/*
* NIEUW: deny channel {}
* OUD: N/A (NIEUW)
* Belet het gebruik van een kanaal.
* De syntax is als volgt:
* deny channel {
* channel "(kanaal)";
* reason "reden";
* };
*/
deny channel {
channel "*warez*";
reason "Warez is illegal";
};
/*
* NIEUW: vhost {}
* OUD: Vhost.conf file
* Dit zet een nep ip voor niet-opers, of voor opers
* die te lui zijn /sethost te gebruiken ;)
* De syntax is als volgt:
* vhost {
* vhost (vhost.com);
* from {
* userhost (ident@host toegestaan de vhost te gebruiken);
* };
* login (login name);
* password (password);
* };
* Om je vhost te gebruiken, typ /vhost (login) (password) op IRC
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Je kan ook andere configuratiebestanden laden */
/* include "klines.conf"; */
/* Netwerk configuratie */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Cloak keys moeten op alle servers in het netwerk hetzelfde zijn.
* Ze worden gebruikt voor het maken van gemaskte hosts en moeten geheim blijven.
* De keys moeten 3 willekeurige strings zijn, bestaande uit 5-100 tekens
* (10-20 tekens is genoeg) en moeten bestaan uit kleine letters (a-z),
* hoofdletters (A-Z) en getallen (0-9) [zie de eerste key als voorbeeld].
* Tip: Wanneer je met een *NIX systeem werkt, kun je './unreal gencloak' gebruiken in
* je shell. Dit genereert 3 willekeurige strings die je kunt gebruiken.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"en nog eentje";
"en nog eentje";
};
/* on-oper host */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Server gerelateerde configuratie */
set {
kline-address "stel.dit.adres.in";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* Je kan hier ident checking aanzetten als je wilt */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* Hoelang een gebruiker minimaal verbonden moet zijn voordat hij toegestaan wordt het
* QUIT bericht te gebruiken. Dit stopt spam hopelijk. */
anti-spam-quit-message-time 10s;
/* Stelt een tekst in die standaard wordt gebruikt voor een quit.
* Houdt in dat er geen eigen quits gebruikt mogen worden op deze server. */
/* static-quit "Client quit"; */
/* Je kan ook alle part-redenen blokkeren door hieronder het commentaar weg te halen
* en er 'yes' neer te zetten. Je kan ook een standaard tekst gebruiken (bijvoorbeeld
* "Bye bye!") om deze tekst altijd te gebruiken..
*/
/* static-part yes; */
/* Stelt in dat stats alleen door opers gebruikt mogen worden. Gebruik * voor alle stats,
* en laat het weg zodat gebruikers alle stats kunnen zien. Typ '/stats' voor een lijst
* van alle stats.
* Sommige admins willen 'kGs' wellicht verwijderen zodat gewone gebruikers een lijst van
* klines, glines en shunts kunnen zien.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Throttle: dit voorbeeld zet een limie van 3 conneties per 60s (per host). */
throttle {
connections 3;
period 60s;
};
/* Anti flood protectie */
anti-flood {
nick-flood 3:60; /* 3 naamsveranderingen per 60 seconden (standaard) */
};
/* Spam filter */
spamfilter {
ban-time 1d; /* standaard duur van een *line gezet door spamfilter */
ban-reason "Spam/Advertising"; /* standaard reden */
virus-help-channel "#help"; /* kanaal te gebruiken voor 'viruschan' actie */
/* except "#help"; kanaal waar niet gefilterd wordt */
};
};
/*
* Problemen of meer hulp nodig?
* 1) www.vulnscan.org/UnrealIRCd/unreal32docs.html
* 2) www.vulnscan.org/UnrealIRCd/faq/ <- hier staat 80% van je vragen!
* 3) Als je nog steeds problemen hebt, kun je naar irc.unrealircd.org #unreal-support,
maar je moet wel eerst de documentatie en FAQ gelezen hebben!
*/
+791
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@@ -0,0 +1,791 @@
/*
* example.conf by Daniel Hawton AKA Osiris (osiris@unrealircd.org).
* example.ru.conf by Samets Anton aka Bock (bock@bynets.org).
* $Id$
*
* (Encoding): Windows-1251
*
* Работает для Unreal3.2.x
*
* Итак, это русскоязычный пример example.conf. По синтаксису похож на C++.
* По началу будет тяжело понять, что тут написано, однако во время практики и чтения
* вы научитесь это делать.
*
* Просто скопируйте этот файл в главную директорию unrealircd и переименуйте в 'unrealircd.conf'.
*
* Замечание: Все линии, кроме тех, которые начинаются с {, заканчиваются ; включая и закрывающую }.
* IRCd проигнорирует закомментированные линии.
*
* ПРОЧТИТЕ doc/unreal32docs.ru.html! Версия в интернете доступна по адресу:
* www.vulnscan.org/UnrealIRCd/unreal32docs.ru.html
* Она содержит большинство информации о конфигурировании, даёт представление о каждом блоке,
* переменной и так далее...
* Если вы пытаетесь редактировать этот файл без прочтения документации, вы гарантированно
* потерпите неудачу!
*/
/* Типы комментариев */
# Первый тип (Shell type)
// Второй тип (C++ style)
/* Третий тип (C Style) */
# данные линии игнорируются ircd.
/*
* UnrealIRCd поддерживает модули, загрузка некоторых необходима для запуска.
* Вам необходимо загрузить как минимум модули команд и скрытия хоста.
*/
/* Для *NIX систем раскомментируйте следующие 2 линии: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* Для Windows систем раскомментируйте следующие 2 линии: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Вам необходимо подключить и другие конфигурационные файлы.
* help.ru.conf содержит весь текст команды /helpop. Файлы badwords.*.conf
* содержат все включения матных слов для режима +G...
* spamfilter.conf содержит правила для защиты от троянских коней.
* Вы вероятно захотите подключить эти файлы:
*/
include "help.ru.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* НОВОЕ: me {}
* СТАРОЕ: M:Line
* me {} определяет имя, описание и нумерик сервера unreal для данного сервера.
* Синтаксис:
* me {
* name "Имя.сервера";
* info "Описание сервера";
* numeric (нумерик сервера*);
* };
* При соединении с другими серверами, нумерик должен быть уникальным в сети. Имя сервера - англоязычное.
*/
me
{
name "irc.foonet.com";
info "Сервер FooNet";
numeric 1;
};
/*
* НОВОЕ: admin {}
* СТАРОЕ: A:Line
* Данный блок предоставляет информацию об администраторе сервера.
* Вы можете поместить сколько угодно линий после admin {.
* Синтаксис:
* admin {
* "первая линия";
* "вторая линия";
* [так далее]
* };
*/
admin {
"Вася Пупкин!";
"vasya_pupkin";
"haker@lamer.ru";
"ICQ: 987654321";
};
/*
* НОВОЕ: class {}
* СТАРОЕ: Y:line (был слишком запутан)
* Определяет настройки для классов. Класс определяет групповые настройки для подключений.
* Например, подключение сервера, вместо включения его в класс пользователей, вы направляете в
* класс серверов. Используется следующий синтаксис:
* class (имя класса)
* {
* pingfreq (как часто пиновать пользователя/сервер в секундах);
* maxclients (сколько максимально соединений разрешено данному классу);
* sendq (максимальная очередь для отправки от подключения);
* recvq (максимальная очередь для получения от подключения [контроль за флудом]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Какое максимальное количество серверов может быть прилинковано к этому серверу */
sendq 1000000;
connfreq 100; /* Через сколько секунд проводить следующую попытку подключения */
};
/*
* НОВОЕ: allow {}
* СТАРОЕ: I:Line
* Определяет, кому разрешено подключаться к серверу...
* В основном используется для клиентов, это разрешает им подключаться к серверу, а вы можете их контролировать
* и/или устанавивать пароль.
* Синтаксис:
* allow {
* ip (разрешённая маска ip);
* hostname (маска хоста);
* class (класс, в который определить[смотри class {}]);
* password "(пароль)"; (необязательно)
* maxperip (сколько подключений с одного ip); (необязательно)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* Разрешение подключения с паролем */
allow {
ip *@255.255.255.255;
hostname *@*.passworded.ugly.people;
class clients;
password "аццкип0р0ль";
maxperip 1;
};
/*
* НОВОЕ: allow channel {}
* СТАРОЕ: chrestrict
* Позволяет пользователю зайти на канал...
* служит как исключение из запрещённых каналов.
* Синтаксис:
* allow channel {
* channel "имя канала";
* };
*/
allow channel {
channel "#WarezSucks";
};
/*
* НОВОЕ: oper {}
* СТАРОЕ: O:Line
* Определяет IRC оператора
* IRC операторы следят за сервером, занимаются его поддержкой и подключением к сети.
* Синтаксис:
* oper (логин) {
* class (класс, в который определять их, если отличен от блока I, в какой класс переместить);
* from {
* userhost (идент@хост);
* userhost (идент@хост);
* };
* flags
* {
* (тут флаги*);
* };
* ИЛИ
* flags "флаги старого типа, вида OAaRD";
* };
*/
/* Для списка флагов оператора прочитайте doc/unreal32docs.ru.html#operblock
* [ОЧЕНЬ НАСТОЯТЕЛЬНО рекомендуется к прочтения]
*/
oper vasyapupkin {
class clients;
from {
userhost vasya@somewhere.by;
};
password "p0r0l'";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* НОВОЕ: listen {}
* СТАРОЕ: P:Line
* Определяет, на каких портах будет работать ircd,
* позволяя пользователям/серверам подключаться к серверу.
* Синтаксис:
* listen (ip):(номер порта)
* {
* options {
* (тут опции);
* };
* };
* или просто
* listen: listen (ip):(порт);
*
* ЗАМЕЧАНИЕ: для протокола ip v6 (3ffe:b80:2:51d::2), используйте [ip]:порт;
*
* Это так же будет работать.
*/
/* Опции для listen:
СТАРЫЕ | НОВЫЕ
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* ЗАМЕЧАНИЕ ДЛЯ ПОРТОВ SSL: SSL порты стандартизированы,
* за исключением многочисленных "высоких" портов SSL, некоторые люди могут сказать вам,
* чтобы вы запустили на порту 994, потому что он официальный порт SSL... Но это же
* требует привилегий пользователя root! К слову, порт 194 - официальный порт irc,
* но вы видели когда-нибудь ircd, запущенный на нём?
* Итак, наше предложение - использовать порт 6697 для SSL, он используется уже рядом сетей
* и используется в примере StunTour.
* Вы можете открыть сколько угодно портов SSL, но используя так же и 6697, вы поможете
* стандартизировать его;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* ЗАМЕЧАНИЕ: Если вы используете шелл IRCd, где несколько IP адресов, вы можете получить сообщение типа
* 'Address already in use', ошибки в вашем лог-файле и ircd не запустится.
* Это значит, что вам необходимо указать определённый адрес IP вместо '*', к примеру:
* listen 1.2.3.4:6667;
* Конечно же, измените IP адрес на тот, который назначен вам.
*/
/*
* НОВОЕ: link {}
* СТАРОЕ: C/N:Lines
* Определяет блок для подключения серверов.
* ЗАМЕЧАНИЕ: ЧТОБЫ ПОДКЛЮЧИТЬСЯ БЕЗ ВОПРОСОВ, НА ОБОИХ СЕРВЕРАХ НЕОБХОДИМЫ ПРАВИЛЬНЫЕ НАСТРОЙКИ LINK {}!
* Синтаксис:
* link (имя сервера)
* {
* username (имя пользователя, * работает тоже);
* hostname (адрес ip/маска хоста);
* bind-ip (На каком адресе IP слушать или *);
* port (порт для соединения);
* hub (если это хаб, * так же работает, или макси сервера, которые могут быть под ним);
* [или leaf *;]
* password-connect "(пароль для отправки)";
* password-receive "(пароль, что мы должны получить)";
* class (класс, в который определить сервер);
* options {
* (тут указываются опции*);
* };
* // Если мы используем SSL, мы можем указать, какой шифр использовать в режиме SSL
* // Получить список можно "openssl ciphers", шифры разделяются двоеточиями (:)
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
опции:
СТАРЫЕ | НОВЫЕ
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.ru.by
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Замечание: Вы не должны использовать автоподключение (autoconnect) при подключении сервисов */
autoconnect;
ssl;
zip;
};
};
/*
*
* НОВОЕ: ulines {}
* СТАРОЕ: U:Line
* U-lines обладают большей силой/властью, чем другие сервера. Это нужно устанавливать только на
* сервисы/сервера сбора статистики и НИКОГДА на обычные сервера UnrealIRCd!
* Синтаксис:
* ulines {
* (сервер в uline);
* (сервер в uline);
* [и т.д.]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* НОВОЕ: drpass {}
* СТАРОЕ: X:Line
* Определяет пароли для использования команд /die и /restart.
* Синтаксис:
* drpass {
* restart "(пароль для перезапуска)";
* die "(пароль для отключения)";
* };
*/
drpass {
restart "Я-люблю-перезапускать-сервер";
die "умри-тупое!:)";
};
/*
* НОВОЕ: log {}
* СТАРОЕ: N/A
* Указыает ircd куда и что протоколировать (вести лог). Вы можете указать столько, сколько пожелаете.
*
* ФЛАГИ: errors, kills, tkl, connects, server-connects, oper
*
* Синтаксис:
* log "путь_к_лог_файлу"
* {
* flags
* {
* flag;
* flag;
* etc..
* };
* };
*/
log "ircd.log" {
/* Удалять логфайл и старовать новый, если размер превышает 2MB, оставьте это как есть, чтобы использовать
тот же самый файл */
maxsize 2097152;
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* НОВОЕ: alias {}
* СТАРОЕ: N/A
* Позволяет установить вам псевдонимы на команды, такие как /nickserv, /chanserv и т.д.
* ФЛАГИ: services, stats, normal
*
* Синтаксис:
* alias "имя" {
* target "куда направить";
* type aliastype;
* };
*
* [ЗАМЕЧАНИЕ: Вы так же можете подключить уже определённый файл с псевдонимами,подробнее doc/unreal32docs.ru.html в секции 2.9]
*/
// Данный псевдноним /nickserv направляет команды пользователю NickServ, который подключён к серверу set::services-server
/*alias NickServ {
target "NickServ";
type services;
};*/
// Если вы хотите, чтобы команды направлялись на тот же ник, что и команда, вы можете не указывать target
//alias ChanServ { type services; };
// Указывает, что команда /statserv будет отправлена пользователю StatServ, подключённого к серверу set::stats-server
//alias StatServ { type stats; };
// Указывает, что команда /superbot будет отправлена пользователю SuperBot
//alias SuperBot { type normal; };
/* Стандартные псевдонимы */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* НОВОЕ: alias {}
* СТАРОЕ: N/A
* Позволяет установить такие псевдонимы на команды как /identify, /services и т.д.
*
* Синтаксис:
* alias "имя" {
* format "строка формата" {
* target "кому";
* type aliastype;
* parameters "список параметров";
* };
* type command;
* };
*/
/* Вынесено отдельно, так как имеются отличия по сравнению с предыдущим типом псевдонимов и имеются очень большие отличия в
* синтаксисе, так же используется для других целей, чем стандартные псевдонимы.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* Директива alias::format является регулярным выражением. Под первый формат подпадает команда /identify,
* если первым символом является #. Она посылает команду chanserv с параметрами IDENTIFY %1-.
* Второй формат срабатывает, если в команде, посланной посредством /identify первый символ не #. Тогда ircd
* передаёт эту команду nickserv с параметрами IDENTIFY %1-.
*/
/* alias::format::parameters сходно со скриптовыми языками. %N (где N число) представляет собой параметр, посланный командой
* (в случае /identify). Если вы указали %N-, так вы определили все параметры, начиная от N до последнего в этой строке.
* Вы можете так же указать %n, что будет означать ник пользователя.
*/
/* Стандартные псевдонимы */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* Тут идёт пример использования "действительно псевдонима" (real command alias) */
/* Данный пример - использование /GLINEBOT как /GLINE <параметры> 2d и т.д... */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 2d Боты запрещены на этом сервере, прочитайте ЧаВО на http://www.example.com/faq/123";
};
type command;
};
/*
* НОВОЕ: tld {}
* СТАРОЕ: T:Line
* Устанавливает различные different motd и rules файлы
* в зависимости от маски хостов клиентов.
* Синтаксис:
* tld {
* mask (идент@хост);
* motd "(файл motd)";
* rules "(файл rules)";
* };
*/
tld {
mask *@*.ru;
motd "ircd.motd.ru";
rules "ircd.rules.ru";
};
/* замечание: вы можете просто удалить блок выше, указанный для примера в случае, если есть в наличии
* файлы motd/rules, используемые по умолчанию (ircd.motd, ircd.rules), которые будут использоваться всеми
*/
/*
* НОВОЕ: ban nick {}
* СТАРОЕ: Q:Line
* Банит ник, он не может быть использован.
* Синтаксис:
* ban nick {
* mask "(ник для бана)";
* reason "(причина)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Зарезервирован для сервисов";
};
/*
* НОВОЕ: ban ip {}
* СТАРОЕ: Z:Line
* Банит адрес ip при подключении в сеть.
* Синтаксис:
* ban ip { mask (адрес ip/маска хоста); reason "(причина)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Отключённый сервер";
};
/*
* НОВОЕ: ban server {}
* СТАРОЕ: Серверный Q:Line
* Отключает сервер от попыток подключиться в сеть.
* Если сервер подключается к удалённому серверу в сети, локальный сервер
* будет отключён он сети.
* Синтаксис:
* ban server {
* mask "(имя сервера)";
* reason "(причина)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Ламерский сервер :).";
};
/*
* НОВОЕ: ban user {}
* СТАРОЕ: K:Line
* Пользователь с указанной маской не может подключиться к вашему серверу.
* Синтаксис:
* ban user { mask (маска хоста/адрес ip); reason "(причина)"; };
*/
ban user {
mask *newiceman@*.irc.by;
reason "Идиот!";
};
/*
* НОВОЕ: ban realname {}
* СТАРОЕ: n:Line
* Банит по указанному пользователем реальному имени.
* Синтаксис:
* ban realname {
* mask "(Реальное имя)";
* reason "(причина)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* ЗАМЕЧАНИЕ ДЛЯ ВСЕХ БАНОВ: они могут повторятся в случае необходимости уточнений!
*
* НОВОЕ: except ban {}
* СТАРОЕ: E:Line
* Предотвращает бан.
* Синтаксис:
* except ban { mask (идент@хост); };
* Повторите except ban {} столько раз, сколько хотите использовать различные хосты.
*/
except ban {
/* не банить wax */
mask *wax@195.222.*;
};
/*
* НОВОЕ: deny dcc {}
* СТАРОЕ: dccdeny.conf
* Используется чтобы запретить отправку dcc... служит для защиты от вирусов
* Синтаксис:
* deny dcc
* {
* filename "имя файла для блокироваки (т.е. *exe)";
* reason "причина";
* };
*/
deny dcc {
filename "*sub7*";
reason "Вероятность вируса Sub7";
};
/*
* НОВОЕ: deny channel {}
* СТАРОЕ: N/A (НОВОЕ)
* Запрещает вход на указанные каналы.
* Синтаксис:
* deny channel {
* channel "(канал)";
* reason "причина";
* };
*/
deny channel {
channel "*warez*";
reason "Warez нелегален";
};
/*
* НОВОЕ: vhost {}
* СТАРОЕ: файл Vhost.conf
* Устанавливает фейковый ip для не-операторов или операторы слишком
* ленивые, чтобы сделать /sethost :P
* Синтаксис:
* vhost {
* vhost (vhost.com);
* from {
* userhost (идент@хост, кому разрешено использовать);
* };
* login (логин);
* password (пароль);
* };
* чтобы использовать vhost, наберите /vhost (логин) (пароль) в IRC
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Вы так же можете подключить и другие конфигурационные файлы */
/* include "klines.conf"; */
/* Конфигурация Сети */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Ключи скрытия хостов должны быть одинаковы на всех серверах в сети.
* Они использутся для генерации замаскированных хостов и должны держаться в секрете.
* Ключи должен быть 3-мя случайными срочками с 5-100 символами в каждой
* (10-20 символов должно быть достаточно) и должны содержать прописные (a-z),
* заглавные (A-Z) буквы и цифрты (0-9) [смотрите пример первого ключа].
* Подсказка: В *NIX системах вы можете запустить './unreal gencloak' в вашем шелле, чтобы получить
* 3 строки, сгенерированные случайным образом.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"и ещё одна;
"и ещё одна";
};
/* хост on-oper */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Специфическая конфигурация сервера */
set {
kline-address "set.this.email";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* Если желаете, вы можете включить проверку ident */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* Указывает минимальное время, сколько был подключен пользователь,
* прежде чем разрешать ему использовать сообщение QUIT.
* Должно помочь в борьбе со спамом */
anti-spam-quit-message-time 10s;
/* Устанавливает постоянное сообщение о выходе - значит, что локальный сервер не разрешит
различные сообщения о выходе */
/* static-quit "Клиент вышел"; */
/* Вы так же можете блокировать все сообщения о выходе из канала просто раскомментировав это и указать'yes'
* или указать какой-нибудь другой текст (например: "Пока пока!"), который всегда будет использован как причина. */
/* static-part yes; */
/* Позволяет сделать важные сообщения stats были использованы только операторами, используйте * для всех сообщений stats,
* или закомментируйте, что позволит пользователям видеть все сообщения stats. Чтобы получить весь список, введите '/stats'.
* Некоторые администраторы могут убрать 'kGs' для того, чтобы разрешить обычным пользователям видеть список
* klines, glines и shuns.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Тротлинг: данный пример устанавливает предел в 3 попытки подключения в 60 секунд (для одного хоста). */
throttle {
connections 3;
period 60s;
};
/* Защита от флуда */
anti-flood {
nick-flood 3:60; /* 3 изменения ника в 60 секунд (по умолчанию) */
};
/* Фильтр спама */
spamfilter {
ban-time 1d; /* длительность по умолчанию бана *line, установленного spamfilter */
ban-reason "Спам/Реклама"; /* причина по умолчанию */
virus-help-channel "#help"; /* канал при использовании действия 'viruschan' */
/* except "#help"; канал для исключения действия фильтра */
};
};
/*
* Проблемы или нуждаетесь в более подробной информации?
* 1) www.vulnscan.org/UnrealIRCd/unreal32docs.ru.html
* 2) www.vulnscan.org/UnrealIRCd/faq/ <- содержит 80% ваших вопросов!
* 3) Если у вас до сих пор остались проблемы, зайдите на irc.unrealircd.org #unreal-support,
* но мы требуем, чтобы вы ПРЕЖДЕ ПРОЧИТАЛИ ДОКУМЕНТАЦИЮ и ЧаВО!
*/
+841
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@@ -0,0 +1,841 @@
/*
* example.conf by Daniel Hawton AKA Osiris (osiris@unrealircd.org).
* $Id$
* Önceki Çevirmen: Mustafa "Ironic" Cakmak (ironic@unrealircd.org)
* Türkçe Çeviri: Serkan Sepetçi (diablo@unrealircd.org)
*
* Unreal3.2.x sürümler için kullanılmaktadır
*
* Peki beyler. Bu example.conf dosyasının yenisi. C++ türüne çok benziyor.
* Neyse şimdi bunun üstesinden gelme zamanı. Başlangıçta zor gelebilir, fakat
* okuyarak ve biraz pratikle anlayacaksınız.
*
* Yapmanız gereken bu dosyayı ana dizine atıp, 'unrealircd.conf' olarak adlandırmak.
*
* NOTE: Bütün satırlar, açılış { satırı dışında, kapama } satırı dahil, sonunda ; taşır.
* IRCd açıklama satırlarını göz ardı edecektir.
*
* Lütfen doc/unreal32docs.tr.html dosyasını okuyunuz! Çevrimiçi sürümüne ulaşabileceğiniz adres:
* www.vulnscan.org/UnrealIRCd/unreal32docs.tr.html
* Yapılandırma dosyası hakkında bir çok bilgi içerir: Her blok,
* değişken vs.. hakkında bilgi verir.
* Eğer dökümantasyon dosyasını tam olarak okumadan bu dosyayı düzenlemeye kalkarsanız
* başarısız olacağınız oldukça yüksek bir oranda garanti edilir!
*
*/
/* Açıklama satırı çeşitleri */
#Açıklama satırı 1 (Shell tipi)
// Açıklama satırı 2 (C++ tipi)
/* Açıklama satırı satırı 3 (C tipi) */
#Bu satırlar ircd tarafından göz ardı edilecektir.
/*
* UnrealIRCd modülleri destekler, Bunların bazılarının yüklenmesi gereklidir.
* En azından komutlar modülü(commands) ve gizleme modülü(cloaking)'ne ihtiyacınız vardır.
*/
/* *NIX için, sonraki 2 satırın açıklama satıracını(//) kaldırın: */
//loadmodule "src/modules/commands.so";
//loadmodule "src/modules/cloak.so";
/* Windows için, sonraki 2 satırın açıklama satıracını(//) kaldırın: */
//loadmodule "modules/commands.dll";
//loadmodule "modules/cloak.dll";
/*
* Diğer yapılandırma dosyalarınıda dahil edebilirsiniz.
* help.conf bütün /helpop metinlerini içerir. +G kipi için badwords.*.conf
* dosyaları bütün kötü kelime girdilerini içerir...
* spamfilter.conf güncel trojanlar için uygun kuralları içerir.
* Muhtemelen bunları eklemek isteyeceksiniz:
*/
include "help.conf";
include "badwords.channel.conf";
include "badwords.message.conf";
include "badwords.quit.conf";
include "spamfilter.conf";
/*
* YENI: me {}
* ESKI: M:Line
* me {} bu sunucu için isim, tanımlama ve unreal sunucu sayısalını(numeric) belirler.
* Sözdizimi aşağıdaki gibidir:
* me {
* name "sunucu.ismi";
* info "Sunucu tanımlaması";
* numeric (sunucu sayısalı*);
* };
* Eğer link varsa, bu sayısal ağ üzerinde varolan herhangi bir server tarafından kullanılmamalıdır.
*/
me
{
name "irc.foonet.com";
info "FooNet Server";
numeric 1;
};
/*
* YENI: admin {}
* ESKI: A:Line
* Admin sunucu yöneticisine dair bilgi verir. Dilediğiniz kadar
* satırı admin { altına yerleştirebilirsiniz.
* Sözdizimi aşağıdaki gibidir:
* admin {
* "ilk satır";
* "ikinci satır";
* [vs]
* };
*/
admin {
"Bob Smith";
"bob";
"widely@used.name";
};
/*
* YENI: class {}
* ESKI: Y:line (eskisi karışıktı)
* Bu sınıflar için ayarları belirtir. Bir sınıf bağlantılar için bir grup
* ayarıdır. Örneğin, sunucu bağlantılarını, bir istemci sınıfı
* yerine, sunucu sınıfına yönlendirirsiniz. Sözdizimi aşağıdaki gibidir:
* class (class name)
* {
* pingfreq (ne sıklıkta saniye içerisinde kullanıcı veya sunucunun ping edileceği);
* maxclients (bu sınıf için kaç bağlantı);
* sendq (bir bağlantıdan gönderilecek en yüksek dizi);
* recvq (bir bağlantıdan alınacak en yüksek dizi [flood kontrolü]);
* };
*/
class clients
{
pingfreq 90;
maxclients 500;
sendq 100000;
recvq 8000;
};
class servers
{
pingfreq 90;
maxclients 10; /* Link edebileceğimiz en yüksek sunucu sayısı */
sendq 1000000;
connfreq 100; /* Her bağlantı girişimi arasında ne kadar saniye olacağı */
};
/*
* YENI: allow {}
* ESKI: I:Line
* Bağlantı izinlerini belirtir..
* Temel olarak istemcilerin sunucuya bağlanabilmesi için herhangi bir kontrol
* ve/veya bir şifre belirtmenize olanak sağlar.
* Sözdizimi aşağıdaki gibidir:
* allow {
* ip (izin verilecek ip maskesi);
* hostname (host maskesi);
* class (gönderilecek sınıf [class {} bloğuna göz atınız]);
* password "(şifre)"; (isteğe bağlı)
* maxperip (ip başına kabul edilecek bağlantı sayısı); (isteğe bağlı)
* };
*/
allow {
ip *@*;
hostname *@*;
class clients;
maxperip 5;
};
/* Şifrelendirilmiş allow bloğu */
allow {
ip *@255.255.255.255;
hostname *@*.passworded.ugly.people;
class clients;
password "f00Ness";
maxperip 1;
};
/*
* YENI: allow channel {}
* ESKI: chrestrict
* Bir kullanıcının bir kanala girmesine olanak sağlar...
* yasak kanal bloğundaki hariçlik gibi.
* Sözdizimi:
* allow channel {
* channel "kanal ismi";
* class "clients"; (isteğe bağlı)
* };
*/
allow channel {
channel "#WarezSucks";
class "clients";
};
/*
* YENI: oper {}
* ESKI: O:Line
* Bir IRC Operatörü tanımlamanızı sağlar.
* IRC Operatörleri sunucuya uygun bir biçimde bağlanılmasını ve
* makullüğü sağlarlar.
* Sözdizimi aşağıdaki gibidir:
* oper (login) {
* class (sınıf ismini ekleyin, eğer istemciden farklıysa, yeni sınıfı ekleyin);
* from {
* userhost (ident@host);
* userhost (ident@host);
* };
* flags
* {
* (flaglar buraya*);
* };
* VEYA
* flags "OAaRD gibi eski tip flaglar";
* };
*/
/* Oper flaglarının listesine doc/unreal32docs.html#operblock dan göz atabilirsiniz.
* [Okumanız şiddetle önerilir]
*/
oper bobsmith {
class clients;
from {
userhost bob@smithco.com;
};
password "f00";
flags
{
netadmin;
can_zline;
can_gzline;
can_gkline;
global;
};
};
/*
* YENI: listen {}
* ESKI: P:Line
* İstemci ve sunucuların sunucuya bağlanmasını sağlamak için ircd tarafından
* kullanılacak bir port tanımlamanızı sağlar .
* Sözdizimi aşağıdaki gibidir:
* listen (ip adresi):(port numarası)
* {
* options {
* (tercihler buraya);
* };
* };
* veya sade bir biçimde
* listen: listen (ip):(port);
*
* UYARI: ipv6 ipleri için (3ffe:b80:2:51d::2 vb), [ip]:port; kullanınız
*
* Böylede çalışır.
*/
/* listen için tercihler:
ESKI | YENI
S serversonly
C clientsonly
J java
s ssl
* standard
*/
/* SSL PORTLARI İÇİN NOT: SSL portları oldukça standart dışıdır,
* ayrıca pek çok yüksek-SSL portları için bazı insanlar 994 te çalıştırın
* der çünkü bu resmi SSL portudur..Fakat bu root erişimi gerektirir.Yanı sıra,
* 194 resmi irc portu olarak bunun üzerinde çalışan ircd
* hiç gördünüz mü?
* Böyle olunca bizim önerimiz 6697 portunu SSL için kullanmanız, bu hayli
* sunucuda kullanılıyor ve örnek için StunTour tarafından kabul görmüş durumda.
* İstediğiniz kadar SSL port açmakta özgürsünüz, fakat 6697 yi kullanmanız
* dünya standartı haline gelmesine biraz daha yardım edecektir. ;).
*/
listen *:6697
{
options
{
ssl;
clientsonly;
};
};
listen *:8067;
listen *:6667;
/* NOT: Eğer bir çok IP barındıran bir IRCd Shell kullanıyorsanız logunuzda olası
* 'Address already in use' alırsınız ve ircd başlamaz.Bunun anlamı '*' yerine
* belirli bir IP adresi kullanmanız gerektiğidir.Yani örneğin:
* listen 1.2.3.4:6667;
* Açıkça, IP yi önceden koyduğunuz IP ile değiştirin.
*/
/*
* YENI: link {}
* ESKI: C/N:Lines
* Bir sunucu bağlantısı için bir onay tanımlamanızı sağlar.
* NOT: HER IKI SUNUCUDA BAĞLANTI IÇIN TAM OLARAK DÜZGÜN BİR LINK {} GEREĞİ DUYAR!
* Sözdizimi aşağıdaki gibidir:
* link (sunucu ismi)
* {
* username (username, * da uygundur);
* hostname (ip adresi/hostmask);
* bind-ip (Bağlanırken hangi IP ile bağlanacağı, veya *);
* port (bağlantı portu, eğer herhangi biriyse);
* hub (Bu bir hub ise, * çalışır, veya sunucu maskeleri bunu sağlar);
* [veya leaf *;]
* password-connect "(gönderilecek şifre)";
* password-receive "(almamız gereken şifre)";
* class (sunucuların yönetileceği sınıf);
* options {
* (tercihler buraya*);
* };
* // Eğer SSL kullanıyorsak, SSL modunda ne tür bir anahtar kullanacağımızı seçebiliriz
* // "openssl ciphers" ile bir liste alınır, anahtarlar birbirinden : ile ayrılırak belirtilebilirler.
*
* ciphers "DES-CBC3-MD5";
*
* };
*/
/*
tercihler:
YENI | ESKI
S ssl
Z zip
N/A autoconnect
N/A quarantine
N/A nodnscache
*/
link hub.mynet.com
{
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
/* Note: Servisler link edilirken autoconnect kullanmamalısınız.*/
autoconnect;
ssl;
zip;
};
};
/*
*
* YENI: ulines {}
* ESKI: U:Line
* U-lines satırları sunuculara daha güç/komut kazandırır.Bu servis/istatistik
* sunucuları içindir ve ASLA normal UnrealIRCd sunucuları için değildir.
* Sözdizimi aşağıdaki gibidir:
* ulines {
* (uline olacak sunucu);
* (uline olacak sunucu);
* [vb]
* };
*/
ulines {
services.roxnet.org;
stats.roxnet.org;
};
/*
* YENI: drpass {}
* ESKI: X:Line
* Bu blok /die ve /restart için şifre tanımlamanızı sağlar.
* Sözdizimi aşağıdaki gibidir:
* drpass {
* restart "(yeniden başlatmak için şfire)";
* die "(sona erdirmek için şifre)";
* };
*/
drpass {
restart "I-love-to-restart";
die "die-you-stupid";
};
/*
* YENI: log {} ESKI: N/A Ircd e logun ne ve nerede olacağını bildirir. Dilediğiniz
* kadara sahip olabilirsiniz.
*
* FLAGS: errors, kills, tkl, connects, server-connects, oper
*
* Syntax:
* log "log file"
* {
* flags
* {
* flag;
* flag;
* etc..
* };
* };
*/
log "ircd.log" {
/* Eğer 2 MB yi geçerse log dosyasını sil ve yenisini aç, eğer her zaman aynı log
dosyasını kullanmak istiyorsanız karışmayın */
maxsize 2097152;
flags {
oper;
connects;
server-connects;
kills;
errors;
sadmin-commands;
chg-commands;
oper-override;
spamfilter;
};
};
/*
* YENI: alias {}
* ESKI: N/A
* /nickserv, /chanserv gibi komutlar hazırlamanızı sağlar.
* FLAGS: services, stats, normal
*
* Sözdizimi:
* alias "isim" {
* target "gidecek nokta";
* type aliastype;
* };
*
* [NOT: Aynı zamanda önceden tanımlanmış alias dosyası dahil edebilirsiniz, doc/unreal32docs.html bölüm 2.9]
*/
// Bu nokta /NickServ komutu ile set::services-server server üzerinden bağlanmış olan NickServ e döner.
/*alias NickServ {
target "NickServ";
type services;
};*/
// Eğer komutla noktanın aynı olmasını istiyorsanız nick girişini gözardı edebilirsiniz
//alias ChanServ { type services; };
// Bu nokta /statserv komutu ile set::stats-server server üzerinden bağlanmış olan StatServ e döner.
//alias StatServ { type stats; };
// Bu nokta /superbot komutu ile kullanıcı SuperBot a döner
//alias SuperBot { type normal; };
/* Standart aliases */
alias NickServ { type services; };
alias ChanServ { type services; };
alias OperServ { type services; };
alias HelpServ { type services; };
alias StatServ { type stats; };
/*
* ESKI: alias {}
* YENI: N/A
* Bu /identify, /services gibi komutlar hazırlamanızı sağlar.
*
* Sözdizimi:
* alias "isim" {
* format "format satırı" {
* target "gidecek nokta";
* type aliastype;
* parameters "gönderilecek parametreler";
* };
* type command;
* };
*/
/* Bu ayrı bir şekilde gösterilir.Çünkü bir önceki direktif ile aynı isme sahip olsa bile benzer bir
* fonksiyon sağlaması ve standart aliaseslerin çalışmasına dayanması ile birlikte çok farklı sözdizimine sahip olması.
*/
/*
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
*/
/* alias::format direktifi bir düzenli ifadedir. İlk biçim /identify komutundan sonraki ilk karakter bir # ise eşleşir.
* Ardından IDENTIFY %1- ile chanserv aliases e döner.
* İkinci biçim ise /identify komutundan sonraki ilk karakterin bir # işareti ile eşleşmeme durumunu belirtir.Ardından
* IDENTIFY %1- ile nickserv aliases e döner.
*/
/* alias::format::parameters betik diline benzerdir. %N (N bir numaradır) komuta gönderilecek
* parametreyi temsil eder.(bu durumda /identify). Eğer bir %N- belirtirseniz bu N den sonraki
* bütün parametleri içerir. Ayrıca kullanıcı nickname inin yerine %n kullanabilirsiniz.
*/
/* Standart aliases */
alias "services" {
format "^#" {
target "chanserv";
type services;
parameters "%1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "%1-";
};
type command;
};
alias "identify" {
format "^#" {
target "chanserv";
type services;
parameters "IDENTIFY %1-";
};
format "^[^#]" {
target "nickserv";
type services;
parameters "IDENTIFY %1-";
};
type command;
};
/* Bu gerçek komut aliası için bir örnektir */
/* Bu eşlem /GLINEBOT ile /GLINE <parametre> 2d vb... şeklindedir */
alias "glinebot" {
format ".+" {
command "gline";
type real;
parameters "%1 2d Bu sunucuda botlara izin verilmemektedir, lütfen http://www.example.com/faq/123 sayfasından sss ı okuyunuz.";
};
type command;
};
/*
* YENI: dosyalar {}
* ESKI: include/config.h
*
* Bu blok MOTD gibi şeyleri yüklemek için IRCd varsayılan yolları
* PID haricinde geçersiz kılar veya yazma/yükleme olarak dosyayı kendi ayarlar.
* Bu bloğun varlığı bir UnrealIRCd kurulumuna destek sağlar.
* -c ile kombine edildiğinde birden fazla komut seçeneğinin
* çalışmasına izin verir.
*
* Her zamanki gibi bu gibi yakın yollar -c komut satırında belirtilmezse,
* UnrealIRCd unrealircd.conf'u nerede bulunacağını dizinine göre yorumlar.
*/
files
{
/* Günün mesajı, oturum açan kullanıcılara gösterilir: */
/* motd ircd.motd; */
/*
* Kısa MOTD. Eğer bu dosya varsa, MOTD yerine kullanıcıya
* bu gösterilecektir. Yinede kullanıcılar /MOTD komutu kullanarak
* tam MOTD içeriğini görebilecekler.
*/
/* shortmotd ircd.smotd; */
/* Operatör olduğunda gösterilir. /OPER 'liğe yükselmiş */
/* opermotd oper.motd; */
/* Servislere MOTD ekler. */
/* svsmotd ircd.svsmotd; */
/* Bot MOTD */
/* botmotd bot.motd; */
/* /RULES üzerinde gösterilir */
/* rules ircd.rules; */
/*
* IRCd'nin bazı değerlerinin nerede olduğunu gösterir.
* Bu değerler kalıcı olarak saklanır.Sunucu yeniden başlatıldığında
* ise bu değerleri yeniden yükleyecektir.
*/
/* tunefile ircd.tune; */
/* IRCd pidini nerede kaydedildiğini gösterir. IRCd tarafından yazılabilir olmalıdır. */
/* pidfile ircd.pid; */
};
/*
* ESKI: tld {}
* YENI: T:Line
* Bu istemcilerin hostmaskesine bağlı olarak farklı
* motd ve rules dosyaları belirler.
* Sözdizimi aşağıdaki gibidir:
* tld {
* mask (ident@host);
* motd "(motd dosyası)";
* rules "(rules dosyası)";
* };
*/
tld {
mask *@*.fr;
motd "ircd.motd.fr";
rules "ircd.rules.fr";
};
/* not: Bütün istemciler için aynı motd/rules (ircd.motd, ircd.rules) dosyaları
* görüntületmek istiyorsanız sadece yukarıdaki örnek bloğu silebilirsiniz.
*/
/*
* YENI: ban nick {}
* ESKI: Q:Line
* Nir nickname yasaklar, bundan doalyı kullanılamaz.
* Sözdizimi aşağıdaki gibidir:
* ban nick {
* mask "(yasaklanak nick)";
* reason "(neden)";
* };
*/
ban nick {
mask "*C*h*a*n*S*e*r*v*";
reason "Servisler için ayrılmıştır";
};
/*
* YENI: ban ip {}
* ESKI: Z:Line
* Ağa bağlanan bir ip yi yasaklar.
* Sözdizimi:
* ban ip { mask (ip adresi/hostmask); reason "(neden)"; };
*/
ban ip {
mask 195.86.232.81;
reason "Bağlı olmayan sunucu";
};
/*
* YENI: ban server {}
* ESKI: Server Q:Line
* Ağa bir sunucunun bağlanmasını devredışı kılar.
* eğer sunucu uzak bir sunucuya bağlanmışsa, yerel sunucunun
* ağdan bağlantısı kesilir.
* Sözdizimi aşağıdaki gibidir:
* ban server {
* mask "(sunucu ismi)";
* reason "(neden)";
* };
*/
ban server {
mask eris.berkeley.edu;
reason "Defol buradan.";
};
/*
* YENI: ban user {}
* ESKI: K:Line
* Kullanıcının belirtilen kesin bir mask ile sunucuya bağlanmasını engeller.
* Sözdizimi:
* ban user { mask (hostmask/ip adresi); reason "(neden)"; };
*/
ban user {
mask *tirc@*.saturn.bbn.com;
reason "Idiot";
};
/*
* YENI: ban realname {}
* ESKI: n:Line
* Kullanılan kesin bir realname i yasaklar.
* Sözdizimi:
* ban realname {
* mask "(real name)";
* reason "(neden)";
* };
*/
ban realname {
mask "Swat Team";
reason "mIRKFORCE";
};
ban realname {
mask "sub7server";
reason "sub7";
};
/*
* BUTUN BANLAR İÇİN NOT, ilave girdiler için tekrarlanabilir!
*
* YENI: except ban {}
* ESKI: E:Line
* Bu yasaklanmamanızı sağlar.
* Sözdizimi:
* except ban { mask (ident@host); };
* Farklı hostlar için istediğiniz kadar except ban {}
* bloğunu tekrarlayın.
*/
except ban {
/* stskeeps i yasaklama*/
mask *stskeeps@212.*;
};
/*
* YENI: deny dcc {}
* ESKI: dccdeny.conf
* Dcc gönderimlerini bloklamak için kullanılır..Virüsler
* dursa iyi olur.
* Sözdizimi:
* deny dcc
* {
* filename "bloklanacak dosya (örnek, *exe)";
* reason "neden";
* };
*/
deny dcc {
filename "*sub7*";
reason "Muhtemek Sub7 Virüsü";
};
/*
* ESKI: deny channel {}
* YENI: N/A (NEW)
* Girilen kanalları bloklar.
* Sözdizimi:
* deny channel {
* channel "(kanal)";
* reason "neden";
* class "clients"; (isteğe bağlı)
* };
*/
deny channel {
channel "*warez*";
reason "Warez yasaktır";
class "clients";
};
/*
* YENI: vhost {}
* ESKI: Vhost.conf file
* Oper olmayan kullanıcılar için sahte ip hazırlar, veya
* tembellik yaparak /sethost kullanmayan operler içindir :P
* Sözdizimi:
* vhost {
* vhost (vhost.com);
* from {
* userhost (kullanılacak ident@host);
* };
* login (login ismi);
* password (şifre);
* };
* ardından bu vhostu kullanmak için, IRC de /vhost (login) (şifre) yapın
*/
vhost {
vhost i.hate.microsefrs.com;
from {
userhost *@*.image.dk;
};
login stskeeps;
password moocowsrulemyworld;
};
/* Diğer yapılandırma dosyalarını dahil edebilirsiniz */
/* include "klines.conf"; */
/* Ağ yapılandırması */
set {
network-name "ROXnet";
default-server "irc.roxnet.org";
services-server "services.roxnet.org";
stats-server "stats.roxnet.org";
help-channel "#ROXnet";
hiddenhost-prefix "rox";
/* prefix-quit "no"; */
/* Gizleme anahtarları ağ üzerindeki bütün sunucularda aynı olmalı.
* Bu anahtarlar maskeli hostlar yaratmak ve bunları saklamak için kullanılır.
* Anahtarlar 5-100 karakterlik (10-20 karakter yeterli) 3 rastgele diziden oluşmalı ve
* küçük harf (a-z), büyük harf (A-Z) ve rakamlardan (0-9) meydana gelmelidirler.. [ilk örneğe bakınız].
* IPUCU: './unreal gencloak' Unreal sizin için rastgele 3 adet dizin oluşturur.
* Bunu NIX üzerinde çalıştırabilirsiniz.
*/
cloak-keys {
"aoAr1HnR6gl3sJ7hVz4Zb7x4YwpW";
"and another one";
"and another one";
};
/* on-oper host */
hosts {
local "locop.roxnet.org";
global "ircop.roxnet.org";
coadmin "coadmin.roxnet.org";
admin "admin.roxnet.org";
servicesadmin "csops.roxnet.org";
netadmin "netadmin.roxnet.org";
host-on-oper-up "no";
};
};
/* Sunucunun kendine özgü yapılandırması */
set {
kline-address "bunu.email.olarak.ayarlayın";
modes-on-connect "+ixw";
modes-on-oper "+xwgs";
oper-auto-join "#opers";
options {
hide-ulines;
/* Eğer isterseniz identd kontrolünü buradan aktif edebilirsiniz */
/* identd-check; */
show-connect-info;
};
maxchannelsperuser 10;
/* /quit mesajının görüntülenebilmesi için, bir kullanıcının sunucuya bağlı kalması gereken süre
* Umarız spamleri durdurmak için yardım eder */
anti-spam-quit-message-time 10s;
/* Bütün çıkışlarda değişmeyen bir çıkış mesajı yaratır - anlamı yerel sunucuda
ısmarlama çıkışlara izin verilmemesidir */
/* static-quit "Client quit"; */
/* Ayrıca bu seçeneğin açıklama satırlarını kaldırıp 'yes' diyerek bütün kanaldan ayrılma mesajlarını,
* bloklamış veya belirli bir diğer metini bunun için kullanabilirsiniz. (örnek: "Bye bye!") Her zaman kanaldan
* ayrılma mesajı olarak kullanılır */
/* static-part yes; */
/* Operlerin sadece belirli istatistikleri görüntüleyebilmesini sağlar, bütün istatistikler için * kullanın,
* bütün istatistikleri görebilmeleri için gözardı edin. Full liste için '/stats' yapınız.
* Bazı yöneticiler normal kullanıcıların 'kGs' istatistiklerine ulaşmasını istemeyebilir.
*/
oper-only-stats "okfGsMRUEelLCXzdD";
/* Throttling: Bu örnek bir hosta 60 saniye içerisine yanlızca 3 bağlantı imkanı sağlar. */
throttle {
connections 3;
period 60s;
};
/* Anti flood koruması */
anti-flood {
nick-flood 3:60; /* Her 60 saniyede 3 nick değişikliği (varsayılan) */
};
/* Spam filtresi */
spamfilter {
ban-time 1d; /* spamfilter ile bir *line yasağının varsayılan devaö süresi */
ban-reason "Spam/Advertising"; /* varsayılan neden */
virus-help-channel "#help"; /* 'viruschan' eylemi için kullanılacak kanal */
/* except "#help"; spam filtreden muaf tutulacak kanal */
};
};
/*
* Sorununuz veya daha fazla yardımamı ihtiyacınız var?
* 1) www.vulnscan.org/UnrealIRCd/unreal32docs.tr.html
* 2) www.vulnscan.org/UnrealIRCd/faq/ <- sorularınızın %80 ini kapsamakta!
* 3) Eğer probleminiz hala devam ediyorsa irc.unrealircd.org sunucusu #unreal-support kanalına girebilirsiniz
* DÖKÜMANTASYON ve FAQ kısmını okumanızı gerekli gördüğümüzü belirtiyoruz!
*/
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PROTOCTL Documentation (c) 2002 codemastr (Dominick Meglio) [codemastr@unrealircd.com]
(As of Unreal3.2-beta11)
The PROTOCTL command allows servers to negotiate protocol specific features when a link
occurs. The PROTOCTL command is sent during a link before the SERVER and PASS commands. The
command contains tokens that list what protocols the server supports.
PROTOCTL SPACE <token> SPACE ...
UnrealIRCd supports several tokens that add additional protocol support to the server. A
list of all supported tokens and their function listed below.
Token Description
------------------------------------------------------------------------------------------------
NOQUIT Informs the server it need not send out a QUIT for each user on the server
when an SQUIT occurs. Instead an SQUIT is sent out for each server that has
been disconnected from the network and the server can then assume all users
that were on those servers have left as well.
TOKEN Informs the server that it may send "tokenized commands", that is a shortened
name for the commands. This allows the server to save bandwidth by sending
less information to other servers. See doc/technical/token.txt for a list of
all commands and their respective token.
NICKv2 Notifies the server that it supports the extended NICK command (version 2),
this command allows the server to specify more information in the NICK
command rather than having to send out a NICK, MODE, and CHGHOST
command. This token only affects a NICK command introducing a client, not one
in which a client is changing his/her nickname. The format for a NICKv2 NICK
command is:
:<sender> NICK <nickname> <hops> <TS> <username> <host> <server>
<servicestamp> <umodes> <vhost> :<info>
If the user has no modes set the umodes parameter is a +, if the user has no
vhost set the vhost parameter is an *.
SJOIN SJOIN is an obsolete token that is only supported for backwards
compatibility. It should not be used.
SJOIN2 SJOIN2 is an obsolete token that is only supported for backwards
compatibility. It should not be used.
UMODE2 Informs the server that support for the UMODE2 command exists. The UMODE2
command is a shortened form of the MODE command but only applys to
usermodes. In a normal MODE command, when applied to usermodes, the nickname
is specified two times. Both as the sender prefix and as the first parameter,
UMODE2 solves this problem in order to save bandwidth, the format for UMODE2
is as follows:
:<sender> UMODE2 <modes>
VL Notifies the server that Vline information is included in the info field of
the SERVER command. Vline information consists of the protocol number of the
server and compiletime options supported. This allows denial of a server
based on version and/or features supported. The VL information is passed only
during connection, it is not filtered to other servers on the network, only
the uplink. The syntax for a VL supporting SERVER command is:
SERVER <servername> <hops> :U<protocol>-<versionflags> <info>
If an * appears for either protocol and/or versionflags no Vline checking is
done, this is often used by services programs where support for all versions
is desired. See doc/technical/vl.txt for a list of version flags and protocol
numbers.
SJ3 Notifies the server that the SJOIN command with SJ3 syntax is
supported. SJOIN is used at link time to inform servers about the channels on
the server. It is a combination of the JOIN commands, and MODE commands
associated with distribution of channel information. The syntax for the SJOIN
command with SJ3 syntax is:
:<sender> SJOIN <ts> <chname> [<modes>] [<mode para> ...] :<[[*~@%+]member] ...
[&"ban/except] ...>
The ts parameter is the time at which the channel, chname, was created. The
modes parameter is only included if modes are set, if not modes and mode para
are excluded. If modes exists and modes requiring parameters (+klLf) are set,
one mode para parameter is included for each value. The last parameter
specifies a list of channel members and the channel ban and except list. The
members are listed with the prefixes they have. * = +q, ~ = +a, @ = +o, % =
+h, + = +v. If no prefix is specified for the member then the user is a
normal user. The & prefix is used to denote a +b, and the " prefix denotes a
+e. It is important that if a & or " is encountered that you do not continue
to check that entry for other prefixes as a ban/except may contain *~@
characters which will intefere with prefixes.
When synching, if ts lower than the local value, the information supplied by
the remote server replaces the local (ie remove local +ohv that are not
recorded on the remote server). The opposite is true when the ts is
higher. Bans/excepts do not apply to the previous rule. If the ts is the
same, information is merged therefore the modes from both servers are added
together. If +l is set and both servers have different values, the highest is
choosen, for +f the highest of each param, N:M is chosen, and if one server
has * set, then it is included. For +k and +L the "highest" in a string
comparison is used.
NS When specified informs the server that numeric server names are
supported. Numeric server names are a base64 number that is associated with
each server. This number is used as a shorthand name for the server. It is
used in the server parameter of the NICK command and can also be used in the
prefix for a message. In the event that the prefix is an NS, rather than
using :<sender>, the format is @<ns> the ns should be translated into the
server name so that the message can be processed. The format for a SERVER
message (at sync time) that supports NS is:
SERVER <servername> <hops> :U<protocol>-<versionflags>-<numeric> <info>
The VL protocol must also be supported. The numeric is passed to all servers
on the network through the SERVER command using the syntax:
:<sender> SERVER <servername> <hops> <numeric> :<info>
Note: anywhere a :<sender> is expected an @<ns> may be received if the source
is a server. See doc/technical/base64.txt for information on the base64
system used.
SJB64 This token allows timestamps to be specified in base64 notation to conserve
bandwidth. When SJB64 is supported, anywhere a timestamp can appear may be in
base64 notation. A base64 timestamp is preceeded by a ! to identify that it
is an sjb64 rather than a regular timestamp, if this is the case the
characters following the ! represent the timestamp in base64. See
doc/technical/base64.txt for information on the base64 system used.
ZIP If both servers have this set then the link will be (zlib) compressed after
the SERVER message. If one of the servers does not have ZIP in his PROTOCTL
message then the link stays uncompressed.
TKLEXT This allows 10 instead of 8 parameters in TKL's for spamfilter, see s_kline.c
function m_tkl for more info on this (added in 3.2RC2).
NICKIP This token indicates that a (standard) base64 encoded IP address is included
in the NICK command. The IP is in binary network byte order formated and
encoded using the standard base64 algorithm. '*' is used if no IP is available.
NICKCHARS This specifies a list of language characters that are allowed in nicks.
USMARC codes are used, with a suffix if needed. See src/charsys.c for the full
list (ctrl+f, static LangList) of possible languages (2nd column).
The items in the list sent as NICKCHARS=.. must always be sorted.
If a server sends NICKCHARS= and if the remote parameters do not match the
charsets in use locally, then the server link is rejected.
CHANMODES Like CHANMODES from the 005 numeric. Useful to see which channel modes are
supported/used, and can also be used to properly eat parameters in parameter
modes in the MODE command (for eg: +jk 1:1 a).
EAUTH Early Authorization. This makes it possible for servers to authenticate each
other before the regular SERVER command. Needs to be done prior to using the
SERVERS token, and possibly other tokens or commands in the future. Hence,
is recommended to be sent as first (or early) PROTOCTL token. Note also that
the PASS command should be sent prior to this PROTOCTL token.
EAUTH=my.server.name[,options]
SERVERS Informs the other server about the other servers (numerics) on this network
(including our own numeric).
Syntax: SERVERS=numeric1,numeric2,numeric3,etc
ESVID This token indicates that the traditional services stamp value may take any
arbitrary value for the SVID field, such as an account name or other unique
identifier, including a traditional timestamp value.
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<h1 style="text-align: center;">Unreal 3.2 Protocol Documentation</h1>
<h3 style="text-align: center;">Last update: 29 November 2006</h3>
<h1>Table of Contents</h1>
<p><a href="#S1">1 Introduction</a></p>
<p><a href="#S2">2 Server Negotiation</a></p>
<blockquote><p><a href="#S2_1">2.1 PASS - Connection Password</a></p></blockquote>
<blockquote><p><a href="#S2_2">2.2 PROTOCTL - Server Protocol Negotiation</a></p></blockquote>
<blockquote><p><a href="#S2_3">2.3 SERVER - Server Negotiation</a></p></blockquote>
<blockquote><p><a href="#S2_4">2.4 EOS - End Of Synch</a></p></blockquote>
<blockquote><p><a href="#S2_5">2.5 NETINFO - Network Information</a></p></blockquote>
<p><a href="#S3">3 User Operations</a></p>
<blockquote><p><a href="#S3_1">3.1 NICK - User Introduction and Nick Change</a></p></blockquote>
<blockquote><blockquote><p><a href="#S3_1_1">3.1.1 Nick Collisions</a></p></blockquote></blockquote>
<blockquote><p><a href="#S3_2">3.2 MODE, UMODE2 - User Mode Change</a></p></blockquote>
<blockquote><p><a href="#S3_3">3.3 QUIT - User Disconnect</a></p></blockquote>
<blockquote><p><a href="#S3_4">3.4 KILL - Force Disconnect</a></p></blockquote>
<blockquote><p><a href="#S3_5">3.5 SETHOST/CHGHOST - Change virtual host</a></p></blockquote>
<blockquote><p><a href="#S3_6">3.6 SETIDENT/CHGIDENT - Change a user's username</a></p></blockquote>
<blockquote><p><a href="#S3_7">3.7 SETNAME/CHGNAME - Change a user's realname</a></p></blockquote>
<blockquote><p><a href="#S3_8">3.8 WHOIS - User Information</a></p></blockquote>
<p><a href="#S1">4 Server Operations</a></p>
<blockquote><p><a href="#S4_1">4.1 SERVER - Server Introduction</a></p></blockquote>
<blockquote><p><a href="#S4_2">4.2 SQUIT - Server Removal</a></p></blockquote>
<blockquote><p><a href="#S4_3">4.3 SDESC - Server Description</a></p></blockquote>
<blockquote><p><a href="#S4_4">4.4 PING - Live Connection Query</a></p></blockquote>
<blockquote><p><a href="#S4_5">4.5 PONG - Live Connection Reply</a></p></blockquote>
<blockquote><p><a href="#S4_6">4.6 STATS - Server Stats</a></p></blockquote>
<p><a href="#S5">5 Channel Operations</a></p>
<blockquote><p><a href="#S5_1">5.1 SJOIN - Channel Burst</a></p></blockquote>
<blockquote><p><a href="#S5_2">5.2 JOIN - Channel Join</a></p></blockquote>
<blockquote><p><a href="#S5_3">5.3 PART - Channel Part</a></p></blockquote>
<blockquote><p><a href="#S5_4">5.4 KICK - Channel Kick</a></p></blockquote>
<blockquote><p><a href="#S5_5">5.5 MODE - Channel Mode</a></p></blockquote>
<blockquote><p><a href="#S5_6">5.6 INVITE - Invite a user to a channel</a></p></blockquote>
<blockquote><p><a href="#S5_7">5.7 SAJOIN - Channel Force Join</a></p></blockquote>
<blockquote><p><a href="#S5_8">5.8 SAPART - Channel Force Part</a></p></blockquote>
<blockquote><p><a href="#S5_9">5.9 SAMODE - Channel Force Mode</a></p></blockquote>
<blockquote><p><a href="#S5_10">5.10 TOPIC - Chanel Topic</a></p></blockquote>
<p><a href="#S6">6 Services Commands</a></p>
<blockquote><p><a href="#S6_1">6.1 SVSKILL - Force Disconnect by Service</a></p></blockquote>
<blockquote><p><a href="#S6_2">6.2 SVSMODE, SVS2MODE - Force User Mode Change</a></p></blockquote>
<blockquote><p><a href="#S6_3">6.3 SVSSNO, SVS2SNO - Forced SNomask Change</a></p></blockquote>
<blockquote><p><a href="#S6_4">6.4 SVSNICK - Forced Nick Change</a></p></blockquote>
<blockquote><p><a href="#S6_5">6.5 SVSJOIN - Forced Join</a></p></blockquote>
<blockquote><p><a href="#S6_6">6.6 SVSPART - Forced Part</a></p></blockquote>
<blockquote><p><a href="#S6_7">6.7 SVSO - Oper Permissions</a></p></blockquote>
<blockquote><p><a href="#S6_8">6.8 SVSNOOP - Oper Lockdown</a></p></blockquote>
<blockquote><p><a href="#S6_9">6.9 SVSNLINE - RealName Ban</a></p></blockquote>
<blockquote><p><a href="#S6_10">6.10 SVSFLINE - File Ban</a></p></blockquote>
<p><a href="#S7">7 Messaging</a></p>
<blockquote><p><a href="#S7_1">7.1 PRIVMSG, NOTICE - Simple Message Transmission</a></p></blockquote>
<blockquote><p><a href="#S7_2">7.2 SENDUMODE, SMO - Usermode-based Delivery</a></p></blockquote>
<blockquote><p><a href="#S7_3">7.3 SENDSNO - SNomask-based Delivery</a></p></blockquote>
<blockquote><p><a href="#S7_4">7.4 CHATOPS - IRCop Chat</a></p></blockquote>
<blockquote><p><a href="#S7_5">7.5 WALLOPS - Wallop Chat</a></p></blockquote>
<blockquote><p><a href="#S7_6">7.6 GLOBOPS - FailOp Chat</a></p></blockquote>
<blockquote><p><a href="#S7_7">7.7 ADCHAT - Admin Chat</a></p></blockquote>
<blockquote><p><a href="#S7_8">7.8 NACHAT - NetAdmin Chat</a></p></blockquote>
<p><a href="#S8">8 Ban Control</a></p>
<blockquote><p><a href="#S8_1">8.1 TKL - Master Ban Control</a></p></blockquote>
<blockquote><blockquote><p><a href="#S8_1_1">8.1.1 GLINE - Network-wide user@host ban</a></p></blockquote></blockquote>
<blockquote><blockquote><p><a href="#S8_1_2">8.1.2 GZLINE - Network-wide IP ban</a></p></blockquote></blockquote>
<blockquote><blockquote><p><a href="#S8_1_3">8.1.3 SQLINE, UNSQLINE - Network-wide Nickname ban</a></p></blockquote></blockquote>
<blockquote><blockquote><p><a href="#S8_1_4">8.1.4 SPAMFILTER - Message Spam Filtration System</a></p></blockquote></blockquote>
<p><a href="#S9">9 Base64 Tables</a></p>
<blockquote><p><a href="#S9_1">9.1 Table for SJB64 (NICK and SJOIN).</a></p></blockquote>
<blockquote><p><a href="#S9_2">9.2 Table for NICKIP.</a></p></blockquote>
<hr/>
<h1><a name="S1"></a>1 Introduction</h1>
<p>This document describes the UnrealIRCd server-to-server protocol.</p>
<h2>A word about clocks.</h2>
<p>Unreal is very time-dependant. Users and channels, for example, are timestamped, and if server clocks are not synchronized properly, things can go very wrong very fast. See <a href="http://vulnscan.org/UnrealIrcd/faq/#67">http://vulnscan.org/UnrealIrcd/faq/#67</a> for more information on this. Note that there is a slight difference between server time and what is actually reported by the UNIX date command or by the C time() function. Unreal can apply an offset to the real time to create the server time, allowing servers to be virtually synchronized when synchronizing the real clocks is not possible (such as on shell servers).
I should make it quite clear that GMT time is used for everything. To be specific, timestamps in unreal are 32-bit integer values (actually, however many bits the time_t type is, which is 32 on 32-bit systems such as x86). This integer value is the number of seconds that have elapsed since Midnight January 1, 1970 GMT (can be referred to as Epoch time in the UNIX world). This means that timezones are no problem, nor is daylight savings time (or whatever your country of choice calls it).</p>
<hr/>
<h1><a name="S2"></a>2 Server Negotiation</h1>
<p>The first step to establish a server-to-server communication is to negotiate the connection as a server. Negotiation is done using standard IRC commands - no PROTOCTL options are in force until the link is established. The first step is to open a TCP/IP connection to the target server. The target port must be one described by a listen {} block in the remote server's configuration, and that listen block must not have the clientsonly option. After the connection is open, you will be treated as any other connection and be greeted with the "Looking up your hostname..." and "Checking identd..." notices as you would for a client. As these are NOTICE messages and your session as a server isn't established, they should simply be ignored. Use the commands below to introduce a server connection.</p>
<h2><a name="S2_1"></a>2.1 PASS - Connection Password</h2>
<p><b>Syntax:</b> <tt>PASS :<i>link password</i></tt></p>
<p>The PASS command is used to transmit the password required for a server link. It must match the password specified in the remote server's link::password-receive (which can be crypted), otherwise the link will be rejected. This should be the first message sent.</p>
<h2><a name="S2_2"></a>2.2 PROTOCTL - Server Protocol Negotiation</h2>
<p><b>Syntax:</b> <tt>PROTOCTL <i>protocol options</i></tt></p>
<p>The PROTOCTL command sets several protocol options. The tokens supported are listed below.</p>
<ul>
<li>NOQUIT : When a netsplit occurs, only send a SQUIT message for each server lost. This server will assume that clients on these servers were also lost and will send the appropriate QUIT messages to local clients and to any non-NOQUIT servers.</li>
<li>TOKEN : Use tokenized commands. Tokens are case-sensitive, shortened versions of command names. Tokens will be usually one or two characters.</li>
<li>NICKv2 : Use extended NICK message for introducing users. See the NICK command for information about this.</li>
<li>VHP : When introducing a user, send his cloaked host as if it were a vhost. Usually used for services to avoid having duplicate code.</li>
<li>SJOIN : Supports SJOIN version 1 which is no longer in use. Use with SJ3.</li>
<li>SJOIN2 : Supports SJOIN version 2 which is no longer in use. Use with SJ3.</li>
<li>UMODE2 : Supports the UMODE2 command, which is a shortened version of MODE for usermode changes.</li>
<li>VL : Supports V:Line information. Extends the SERVER message to include version information used in deny version{} blocks. Note that this is assumed - unreal will always send its own version information.</li>
<li>SJ3 : Supports SJOIN version 3.</li>
<li>NS : Supports server numerics which provides a shorthand for server names. In any circumstance where a :server.name is permitted (the server is the message's real source), @servernumeric may be used instead. In addition, the server.name parameter in the NICK message may be simply the server's numeric. Requires VL support.</li>
<li>SJB64 : Timestamps in NICK and SJOIN are expressed in base64 rather than base10.</li>
<li>TKLEXT : Supports exntended TKL messages for spamfilter support.</li>
<li>NICKIP : Adds an IP parameter to the NICK message, which is the base64 encoding of the user's ip address (in network byte order). Requires NICKv2.</li>
<li>NICKCHARS : Indicates the set of enabled nickchar options (see the regular documention for info about this).</li>
<li>CHANMODES : (Not required to be sent) This is the same as the CHANMODES value in the 005 for client connections. Useful for autodetecting things like what modes are valid for ChanServ MLOCK, for example.</li>
<li>CLK : Supports an extra field in NICK for sending the cloaked host (not vhost).</li>
<li>ESVID : Supports arbitrary values instead of just numeric timestamps for the services identifier field.</li>
</ul>
<p>The syntax examples here follow the conventions for TOKEN and also NS in cases of server-only messages.</p>
<h2><a name="S2_3"></a>2.3 SERVER - Server Negotiation</h2>
<p><b>Note:</b> This message is also used for introducing additional servers, the format of this message in those cases is described later.</p>
<p><b>Syntax (normal):</b> <tt>SERVER <i>server.name</i> 1 :<i>server description</i></tt></p>
<p><b>Syntax (with VL):</b> <tt>SERVER <i>server.name</i> 1 :U<i>protocolversion</i>-<i>protocolflags</i> <i>server description</i></tt></p>
<p><b>Syntax (with VL and NS):</b> <tt>SERVER <i>server.name</i> 1 :U<i>protocolversion</i>-<i>protocolflags</i>-<i>servernumeric</i> <i>server description</i></tt></p>
<p>The literal 1 in the parameter list is the hopcount parameter. Since you are a direct link, your own hopcount will be 1.</p>
<p>The server.name is the same as that in the remote server's link:: block. When received from unreal servers, this will be the value of that server's me::name. The protocol version is the numeric protocol version (2306 for example), and the protocol flags are the server's compilation flags (described below). These two fields are checked against the deny version {} blocks in the remote server's configuration. A value of 0 for either field prevents deny version{} checking for that field. The server description can be anything. When received from unreal servers, it'll be the value of me::description.</p>
<p>The following version numbers have been used previously:</p>
<ul>
<li>2311 - Unreal 3.2.10</li>
<li>2310 - Unreal 3.2.9</li>
<li>2309 - Unreal 3.2.6, 3.2.7, 3.2.8</li>
<li>2308 - Unreal 3.2.5</li>
<li>2307 - Unreal 3.2.4</li>
<li>2306 - Unreal 3.2.3</li>
<li>2305 - Unreal 3.2.2</li>
<li>2304 - Unreal 3.2.1</li>
<li>2303 - Unreal 3.2beta* through 3.2 Release</li>
<li>2302 - Unreal 3.1.1 through 3.1.4</li>
<li>2301 - Unreal 3.1 Release</li>
<li>2300 - Unreal 3.0 Release</li>
</ul>
<p>The compile flags as specified in protocol flags are:</p>
<ul>
<li>c : Server is chrooted (#define CHROOTDIR).</li>
<li>C : Server has command line config (-f option) enabled (#define CMDLINE_CONFIG).</li>
<li>D : Server is in debugmode (#define DEBUGMODE).</li>
<li>F : Using filedescriptor lists.</li>
<li>h : Server is compiled with hub support (#define HUB or answer "Hub" to relevant ./Config prompt).</li>
<li>i : Server shows invisible users in /TRACE.</li>
<li>n : NOSPOOF (pingcookies) is enabled (#define NOSPOOF or answer "Yes" to relevant ./Config prompt).</li>
<li>V : Server is using valloc().</li>
<li>W : Windows IRCd.</li>
<li>Y : Syslog logging enabled.</li>
<li>6 : Server has IPv6 support (#define INET6 or answer "yes" to relevant ./Config prompt).</li>
<li>X : Server has badword stripping (user and channel modes +G) (#define STRIPBADWORDS).</li>
<li>P : Server is using poll().</li>
<li>e : Server has SSL Support (#define USE_SSL or answer "yes" (and have ssl libraries installed) to relevant ./Config prompt).</li>
<li>O : Server has OperOverride enabled (#undef NO_OPEROVERRIDE or answer "no" to relevant ./Config prompt).</li>
<li>o : Server has disabled Oper verify (#undef OPEROVERRIDE_VERIFY or answer "no" to relevant ./Config prompt).</li>
<li>Z : Server has ziplink support (#define ZIP_LINKS or answer "yes" to relevant ./Config prompt AND have the zlib dev libraries).</li>
<li>E : Server has extended channel mode support.</li>
<li>3 : 3rd party modules are loaded or some system libraries are wonky.</li>
<li>m : Private message handling is 'tainted' (one or modules registered a USERMSG hook).</li>
<li>M : Channel message handling is 'tainted' (one or modules registered a CHANMSG hook).</li>
<li>Additional Version flags can be added by 3rd-party modules.</li>
</ul>
<h2><a name="S2_4"></a>2.4 EOS - End Of Synch (TOKEN: ES)</h2>
<p><b>Syntax:</b> ES</p>
<p>Marks the end of the synching process. This is really optional, but it might be a good idea to send it anyway when you really are done synching. Once you send this, unreal will announce &quot;Client connecting&quot; or &quot;Client exiting&quot; notices (to those with snomask +F) for users (unless your server is U:Lined), and joins will be counted toward channel flood controls (chanmode +f).</p>
<p>Sending EOS only marks your server as synched, but does not do so for servers behind you. EOS would need to be sent on those servers' behalf as well.</p>
<h2><a name="S2_5"></a>2.5 NETINFO - Network Information (TOKEN: AO)</h2>
<p><b>Syntax:</b> AO <i>maxglobal</i> <i>currenttime</i> <i>protocolversion</i> <i>cloakhash</i> 0 0 0 :<i>networkname</i></p>
<p>This tells the other server your current network configuration. The max global is the highest number of concurrent users network-wide that this server has seen. The current time is a timestamp value. Protocolversion is the same as that in the SERVER command. Cloakhash is a hash representing the configured cloak keys. It may be a * if you are implementing services. The network name is that specified in set::network-name. The cloak-prefix is currently not sent here (and thus unreal won't generate warning for mismatching cloak prefixes, but they should be the same anyway).</p>
<p>It is NETINFO, not EOS, that triggers the &quot;Link bla bla bla is now synched&quot; notices, but NETINFO does not imply synching is actually complete (see EOS).</p>
<hr/>
<h1><a name="S3"></a>3 User Operations</h1>
<p>One important function of servers is it must notify all other servers about all of the users behind it. These commands represent the operations that can result in the change of a user's global state.</p>
<h2><a name="S3_1"></a>3.1 NICK - User Introduction and Nick Change (TOKEN: &amp;)</h2>
<p><b>Syntax (nick change):</b> <tt>:<i>oldnick</i> &amp; <i>newnick</i> :<i>timestamp</i></tt></p>
<p>This format of the NICK message indicates an existing user is changing his or her nickname. If a collision occurs, see the section on Nick Collisions below. The timestamp is the new nickname's timestamp.</p>
<p><b>Syntax (normal):</b> <tt>&amp; <i>nick</i> <i>hopcount</i> <i>timestamp</i> <i>username</i> <i>hostname</i> <i>server</i> <i>service-identifier-token</i> :<i>realname</i></tt></p>
<p><b>Syntax (NICKv2):</b> <tt>&amp; <i>nick</i> <i>hopcount</i> <i>timestamp</i> <i>username</i> <i>hostname</i> <i>server</i> <i>service-identifier-token</i> <i>+usermodes</i> <i>virtualhost</i> :<i>realname</i></tt></p>
<p><b>Syntax (NICKv2+CLK):</b> <tt>&amp; <i>nick</i> <i>hopcount</i> <i>timestamp</i> <i>username</i> <i>hostname</i> <i>server</i> <i>service-identifier-token</i> <i>+usermodes</i> <i>virtualhost</i> <i>cloakhost</i> :<i>realname</i></tt>
<p><b>Syntax (NICKv2+NICKIP):</b> <tt>&amp; <i>nick</i> <i>hopcount</i> <i>timestamp</i> <i>username</i> <i>hostname</i> <i>server</i> <i>service-identifier-token</i> <i>+usermodes</i> <i>virtualhost</i> <i>nickipaddr</i> :<i>realname</i></tt></p>
<p><b>Syntax (NICKv2+NICKIP+CLK):</b> <tt>&amp; <i>nick</i> <i>hopcount</i> <i>timestamp</i> <i>username</i> <i>hostname</i> <i>server</i> <i>service-identifier-token</i> <i>+usermodes</i> <i>virtualhost</i> <i>cloakhost</i> <i>nickipaddr</i> :<i>realname</i></tt>
<p><b>Note:</b> Because each server normally does its own cloak generation, Unreal does not expect to receive NICK messages with the CLK info, so do not send it. It will send this info to a server it has received a PROTOCTL CLK from however.</p>
<p>This format of the NICK message introduces a new user to the network. If PROTOCTL VHP is enabled, the user's cloaked host is put in the virtualhost field, otherwise it'll be * unless the user is +t. With the addition of CLK, VHP is no longer necessary for determining the cloak host.</p>
<h3><a name="S3_1_1"></a>3.1.1 Nick Collisions</h3>
<p>A nick collision occurs when a server receives a NICK message (or &amp; token) introducing a user that the server already sees on the network. When a collision occurs, one or both of the colliding clients must be disconnected. The timestamp is examined to determine which client loses. The client with the earlier timestamp remains. If both clients have equal timestamps, both are removed. Currently, Unreal handles NICK collisions both passively and agressively:</p>
<ul>
<li><b>Aggressive Handling:</b> The server actively sends a KILL message back across the link to terminate that end's client.</li>
<li><b>Passive Handling:</b> Upon receipt of a NICK message that should "win", the server simply silently exits it's own client.</li>
</ul>
<h2><a name="S3_2"></a>3.2 MODE, UMODE2 - User Mode Change (TOKEN: G or |)</h2>
<p><b>Syntax (MODE):</b> <tt>:<i>user</i> G <i>user</i> <i>modechange</i></tt></p>
<p><b>Syntax (UMODE2):</b> <tt>:<i>user</i> | <i>modechange</i></tt></p>
<p>This indicates a usermode change. The modechange can consist of zero or more strings of characters, each prefixed with either a + or -; the only delimiter between them being said + or -. If no + or - is at the beginning of the mode string, a + should be implied.</p>
<p>Some user modes are never sent between servers. Specifically, usermode +s and +O are not sent between servers. Modules can define additional usermodes that also might not be sent between servers. The UMODE2 saves bandwidth by not including the redundant target field for usermode changes, so use it when possible.</p>
<h2><a name="S3_3"></a>3.3 QUIT - User Disconnect (TOKEN: ,)</h2>
<p><b>Syntax:</b> <tt>:<i>user</i> , :<i>reason</i></tt></p>
<p>This command indicates that a user has disconnected. The reason field is filled in with the reason the user disconnected, which will be any of: quit message provided by the user in a /quit command, kill message for local operator kills, "Client exited" if the user does a brutal quit (clean (by TCP's definition) disconnect without sending a QUIT message), or a socket error message if present.</p>
<p>The QUIT message must NOT be prefixed when passing on to other servers. Only local user quit messages are affected by set::prefix-quit.</p>
<h2><a name="S3_4"></a>3.4 KILL - Force Disconnect (TOKEN: .)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> . <i>target</i> :<i>killpath</i>!<i>source</i> (<i>reason</i>)</tt></p>
<p>Used to indicate that an operator has used KILL on a user not on the same server. Anything beyond the last ! in the kill path is used as the reason. The source (reason) part is simply a standard used by Unreal. As each server passes on a KILL message, it usually prepends the bottommost part (up to the first .) of it's name followed by a ! character. When unreal receives a KILL from a directly connected irc operator, it will usually add that oper's vhost (or realhost if -x) as the first hop in the kill path, then follow with it's own name as mentioned before if it is passing to another server.</p>
<p>A server can also send KILLs on it's own. This is done in cases involving nickname collisions, fake senders, bad direction, and other cases of protocol errors. Usually, in these cases, the server puts it's own name as the source, and also prefixes with <i>bottompart</i>! like for any other ircop on that server. For example: @3 . someone :irc!irc.example.com (Nick collision)</p>
<h2><a name="S3_5"></a>3.5 SETHOST/CHGHOST - Change virtual host (TOKEN: AA or AL)</h2>
<p><b>Syntax (SETHOST):</b> <tt>:<i>source</i> AA <i>newvhost</i></tt></p>
<p><b>Syntax (CHGHOST):</b> <tt>:<i>source</i> AL <i>target</i> <i>newvhost</i></tt></p>
<p>Indicates the change of a user's virtual host. Currently, servers are expected to assume UMODE2 +xt on the target user in both commands. (In the case of SETHOST, the target is the sender.) Servers using PROTOCTL VHP will receive the cloaked host in a SETHOST message when a user activates his cloaked host. A server can also send CHGHOST (from one of it's opered clients) to change a user's hostname. This is generally used by HostServ implementations. To disable a cloaked host, use CHGHOST to set the user's virtual host equal to his real host, or use SVSMODE -xt, but the latter requires services.</p>
<h2><a name="S3_6"></a>3.6 SETIDENT/CHGIDENT - Change a user's username (TOKEN: AD or AZ)</h2>
<p><b>Syntax (SETIDENT):</b> <tt>:<i>source</i> AD <i>newusername</i></tt></p>
<p><b>Syntax (CHGIDENT):</b> <tt>:<i>source</i> AZ <i>target</i> <i>newusername</i></tt></p>
<p>Indicates the change of a user's username. No usermode change is associated with this. Unreal does not use a distinguished virtual username, so servers should only keep the original username (from the NICK message) if they intend to allow the user to reset the original username. Servers can use CHGIDENT to change a user's username.</p>
<h2><a name="S3_7"></a>3.7 SETNAME/CHGNAME - Change a user's realname (TOKEN: AE or BK)</h2>
<p><b>Syntax (SETNAME):</b> <tt>:<i>source</i> AE :<i>newrealname</i></tt></p>
<p><b>Syntax (CHGNAME):</b> <tt>:<i>source</i> BK <i>target</i> :<i>newrealname</i></tt></p>
<p>Indicates the change of a user's realname. No usermode change is associated with this. Unreal does not use a distinguished virtual realname, so servers should only keep the original realname (from the NICK message) if they intend to allow the user to reset the original realname. Servers can use CHGNAME to change a user's username. Note that servers must NOT check that the sender be an IRCop in SETNAME - normal users are permitted to use SETNAME.</p>
<h2><a name="#S3_8"></a>3.8 WHOIS - User Information (TOKEN: #)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> # [<i>from-server</i> ]<i>nick</i></tt></p>
<p>Requests the information on a user. This works exactly like the user /whois command - in fact, the source parameter must be a user, or the command will do nothing. <i>from-server</i> is the server to request the information from; if a server recives a WHOIS message without this parameter, it should return its own information on the user, otherwise it should pass the message to the given server. Note that <i>from-server</i> may name a user instead of a server (such as when a user uses /whois nick nick), in which case the the nick should be interpreted as naming the server that user is on. <i>nick</i> may be several users seperated by commas, but may not contain wildcards.</p>
<p>The reply to a WHOIS message uses the same numeric replies as the user command.</p>
<hr/>
<h1><a name="S4"></a>4 Server Operations</h1>
<p>This is different from server negotiation. Negotiation is when you are first connecting. Server introduction is used for introducing additional servers behind an existing server (aka hubbing). Hubbing is limited as specified by the hub, leaf, and leafdepth parameters in the link block and attempted violation of a hub restriction results in termination of the link. If no hub or leaf directive is given your server is a leaf by default, so any introduction of any server behind you would be an automatic drop. U:Lines don't matter here; services must be configured as a hub in the link block. The reason is U:Line is a permission rule, but hub privilege is a network structure rule.</p>
<h2><a name="S4_1"></a>4.1 SERVER - Server Introduction (TOKEN: ')</h2>
<p><b>Note: This command is also used for negotiation. Be warned that the token for this command is NOT VALID at that time! See section 2.3 for the syntax for negotiation.</b></p>
<p><b>Syntax (without PROTOCTL NS):</b> <tt>:<i>source</i> SERVER <i>new.server</i> <i>hopcount</i> :<i>description</i></tt></p>
<p><b>Syntax (with PROTOCTL NS):</b> <tt>@<i>sourcenumeric</i> SERVER <i>new.server</i> <i>hopcount</i> <i>numeric</i> :<i>description</i></tt></p>
<p>The command indicates that the server named new.server is being introduced by the source (the source is the server which new.server is directly linked to). The hopcount will be the number of links the receiving server would have to cross to reach new.server. In other words, new.server introduced itself with a hopcount of 1, and as the SERVER message is passed along, hopcount is incremented.</p>
<p>As an example, a services server faking a SERVER message for JUPE functionality would use a hopcount of 2.</p>
<h2><a name="S4_2"></a>4.2 SQUIT - Server Removal (TOKEN: -)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> SQUIT <i>server.name</i> <i>:reason</i></tt></p>
<p>From an IRCop or when server.name is not behind the source, this command requests the removal of the specified server.name. The command in this case is treated very much like KILL in the respect that the message is broadcasted to all servers, except server.name and any servers behind it. When the SQUIT reaches server.name's uplink, that server closes the link to server.name (which would then generate it's own SQUIT on behalf of it's uplink for the servers behind it).</p>
<p>A server can also use SQUIT in the same manner as QUIT to note the removal of a server behind it, or that it itself is quitting. In the former case, server.name is behind source, and the message is forward on to all other servers. In the latter case, source and server.name are equal, the receiving server closes the link and forwards the SQUIT message.</p>
<p>Unreal closes a direct link by simply sending an ERROR message and then closing the TCP connection. This typically causes the other end to generate an SQUIT bearing the message "Client exited" or similar, however, the ERROR will usually cause the server to send a message to all IRCops.</p>
<h2><a name="S4_3"></a>4.3 SDESC - Server Description (TOKEN: AG)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> AG :<i>newdesc</i></tt></p>
<p>The server to which source is connected to should have it's description updated to newdesc. This does NOT include the VL inforamtion.</p>
<h2><a name="S4_4">4.4 PING - Live Connection Query (TOKEN: 8)</a></h2>
<p><b>Syntax:</b> <tt>8 <i>source</i>[ :<i>destination</i>]</tt></p>
<p>Used to check if a connection is still live if it has been &quot;quiet&quot; for a certain amount of time. Typically, unreal will send PING requests at intervals determined by the class::pingfreq setting. PINGs originating from the direct uplink will use the token, but it seems PINGs originating from a distant server will not.</p>
<p>The response to a PING is sent with the <a href="#S4_5">PONG</a> command.</p>
<p>When receiving a two-parameter PING, the second parameter is the target. If the target isn't you, you can either reply on behalf of that target (using its name instead of yours), or if there is a real connection representing the target, forward the PING to the target.</p>
<h2><a name="S4_5">4.5 PONG - Live Connection Reply (TOKEN: 9)</a></h2>
<p><b>Syntax:</b> <tt>9 <i>source</i>[ :<i>destination</i>]</tt></p>
<p>Used to respond to a <a href="#S4_4">PING</a> query.</p>
<p><b>Responding to a ping:</b> Once a PING is received, you usually have an amount of time to respond equal to your class::pingfreq. The correct response will always have two parameters. If you received one parameter, then the received parameter becomes the second parameter of your response, and the first parameter is your server name. If you received two parameters, the response returns both parameters in reverse order.</p>
<p>For example, the response to <tt>8 uplink.server</tt> is <tt>9 my.name uplink.server</tt>, while the response to <tt>PING distant.server your.server</tt> is <tt>9 your.server distant.server</tt>. Unreal typically includes a : prior to the last parameter. This isn't required if that parameter contains no spaces, but it is especially important to not include the colon when reversing the parameters, or else Unreal mistake it for a single-parameter PONG.
<p>If a two-parameter PONG is received, the second parameter names the target. If the target is not you, and a real connection represents that target, you should forward the PONG message via that connection.</p>
<h2><a name="#S4_6"></a>4.6 STATS - Server Stats (TOKEN: 2)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> 2 [<i>type</i> [<i>server</i>] [<i>extended-params</i>]]</tt></p>
<p>Requests statistics or configuration information from a server. This command is used to transport cross-server STATS requests from users (eg: /stats o other.server), and should only be sent from a user (not a server). With no parameters, this will cause unreal to simply dump its help output. <i>type</i> is the type of stats to request, <i>server</i> names a server (or a user on that server) to request stats from, and <i>extended-params</i> is used to filter output from STATS G, etc. When received, it is up to the receiver to determine what stats to support and how to reply, but generally numeric replies are used. For the list of unreal's stats types, type /stats in a client for the helptext dump.</p>
<p><b>Note:</b> Stats set as oper-only (see set::oper-only-stats) will be refused from a server. In this case, it will be necessary to send the stats request from a psuedo-oper (such as a services agent, etc) for services/stats/etc.</p>
<hr/>
<h1><a name="S5"></a>5 Channel Operations</h1>
<p>These commands deal with the state of channels across the network. Unreal only supports Network Channels, where the first character is a # character.</p>
<h2><a name="S5_1"></a>5.1 SJOIN - Channel Burst (TOKEN: ~)</h2>
<p><b>Syntax:</b> <tt>@<i>servernumeric</i> ~ <i>timestamp</i> <i>channel</i> +<i>modes</i>[ <i>modeparams</i>] :<i>memberlist</i> <i>&amp;ban</i> <i>"exempt</i> <i>'invex</i></tt></p>
<p>Timestamp is the channel timestamp and can be !b64 as defined by PROTOCTL SJB64. Modes should only include those in the last three mode sets listed in CHANMODES. Modeparams is one parameter for each mode character that requires one. Memberlist is a series of users (all of which must at least be behind the server sending the SJOIN), each user is prefixed with one or more characters indicating their status. Owners (+q) are prefixed with *, admins (+a) ~, ops (+o) @, halfops (+h) %, voices (+v) +. Normal users are not prefixed with anything. Ban, ban exception, and invite exception masks are also included, with bans prefixed with &amp;, ban exceptions prefixed with ", and invite exceptions with '. Note that when a &amp;, " or ' is encountered as the first character, further processing of ~, *, @, %, or + characters must not continue because ban, exempt, and invite masks can contain any of those characters. (Plus it's just not right for a ban mask to be marked as a channel admin...)</p>
<p>If the channel didn't already exist it is created with the information given in the SJOIN. Otherwise the timestamp is used to determine how the SJOIN information is handled. As a given, all members are joined into the channel, regardless. The mode information (modes, modeparams, memberlist prefixes, bans, exempts, and invites) is subject to the timestamp rules:</p>
<ul>
<li>If the channel's current timestamp is equal to the timestamp in SJOIN, then the mode information is merged.</li>
<li>If the channel's current timestamp is less than the SJOIN timestamp, then the mode information is ignored.</li>
<li>If the channel's current timestamp is greater than the SJOIN timestamp, then the channel's existing mode information is cleared (for example, deop, etc all local clients), and the SJOIN mode information is added.</li>
</ul>
<p>When merging modes, conflicting modes (including +p vs +s, differing +l limits or +k keys, etc) are handled as follows:</p>
<ul>
<li><b>Private (+p) vs. Secret (+s):</b> Secret (+s) is preferred. Private (+p) is removed. (Note: there is a <a href="http://bugs.unrealircd.org/view.php?id=2391">bug</a> in Unreal versions prior to 3.2.3 in which a desynch will occur in which one side is +p and the other is +s. Update to Unreal 3.2.4 if you have problems with this.)</li>
<li><b>Strip Color (+S) vs. Block Color (+c):</b> Block (+c) is preferred. Strip (+S) is removed. (Note: Bug for +p vs. +s in prior unreal versions apply here as well.)</li>
<li><b>Channel Limit:</b> Numericly larger limit is preferred (for example, +l 30 versus +l 15 : +l 30 wins).</li>
<li><b>Channel Key:</b> &quot;Larger&quot; key (as defined by strcmp) is preferred (for example, +k moo versus +k meow : +k moo wins).</li>
<li><b>Channel Link:</b> &quot;Larger&quot; link name (as defined by stricmp - not case sensitive) is preferred (for example, +L #moo versus +L #meow : +L #moo wins, but +L #Meow versus +L #meow : values are equal).</li>
<li><b>Flood String:</b> Not really sure on this. I think larger value in each component wins.</li>
<li><b>Join-Throttle:</b> Highest of time period wins, if equal, highest of join amount wins (so +j 3:40 beats +j 5:20 but +j 5:20 beats +j 3:20).</li>
<li>Parameterized modes in third party modules will define their own conflict resolution formula.</li>
</ul>
<h2><a name="S5_2"></a>5.2 JOIN - Channel Join (TOKEN: C)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> C <i>#channel</i></tt></p>
<p>Indicates a user has joined a channel. Only one channel is sent this way, and the key is not sent even if the user gave one one joining. If the channel parameter is the special "0" case, the server must interpret the message as a PART for all channels the user is on.</p>
<h2><a name="S5_3"></a>5.3 PART - Channel Part (TOKEN: D)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> D <i>#channel</i>[ :<i>reason</i></tt>]</p>
<p>Indicates a user has left a channel. Only one channel is sent this way. The reason parameter may be left out if no reason was given.</p>
<h2><a name="S5_4"></a>5.4 KICK - Channel Kick (TOKEN: H)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> H <i>#channel</i> <i>user</i> :<i>reason</i></tt></p>
<p>Orders the forced removal of user from #channel with the given reason. When updating state for this command, it should be the same as if :user PART #channel had been received - the user is removed from #channel's memberlist.</p>
<h2><a name="S5_5"></a>5.5 MODE - Channel Mode (TOKEN: G)</h2>
<p><b>Note:</b> This is the same command as that used for usermode changes.</p>
<p><b>Syntax:</b> <tt>:<i>source</i> G <i>#channel</i> <i>modechange</i> <i>modeparams</i>[ <i>timestamp</i>]</tt></p>
<p>Changes the specified modes on the given channel. If the source is a server and the last parameter is numeric, it is interpreted as timestamp (although it can also be consumed as a parameter for modes. For example: :server.name MODE #channel +l 4 &lt;-- 4 will be a timestamp and the +l parameter). When a mode change is timestamped in this way, the mode is treated as it is with SJOIN: the MODE message is ignored if the timestamp is greater than the channel timestamp. (If the timestamp is equal, the mode is simply added replacing any conflicting modes already in place.)</p>
<p>A services implementation can easily clear all entries in a list mode such as bans with SVSMODE (see below).</p>
<h2><a name="S5_6"></a>5.6 INVITE - Invite a user to a channel (TOKEN: *)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> * <i>target</i> <i>#channel</i></tt></p>
<p>Sends to target an invitation to join #channel. If the source is a channel operator on #channel, or a U:Lined server, the invitation grants the user the temporary ability to join the channel regardless of any bans or some restricting channel modes (not +O or +A).</p>
<h2><a name="S5_7"></a>5.7 SAJOIN - Channel Force Join (TOKEN: AX)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> AX <i>targetuser</i> <i>#channel</i></tt></p>
<p>This requests the forced join of targetuser to #channel. This type of forced join overrides bans, and most modes. The server to which targetuser is connected to must actually acknowledge the join for it to occur. Service implementations may ignore this command, as they would only ever receive it if an SAJOIN was targeted at a service client, in which case it should be ignored...</p>
<h2><a name="S5_8"></a>5.8 SAPART - Channel Force Part (TOKEN: AY)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> AY <i>targetuser</i> <i>#channel</i>[ :<i>reason</i>]</tt></p>
<p>This requests the forced part of targetuser from #channel. This is slightly different from a KICK in that the user's removal is announced with PART. The server to which targetuser is connected to must actually acknowledge the part for it to occur. Service implementations may ignore this command, as they would only ever receive it if an SAPART was targeted at a service client, in which case it should be ignored...</p>
<p>The reason field is optional. If provided the acknowledging PART message should prefix the message with &quot;SAPart:&quot;.</p>
<h2><a name="S5_9"></a>5.9 SAMODE - Channel Force Mode (TOKEN: o)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> o <i>#channel</i> <i>modechange</i> <i>modeparams</i></tt></p>
<p>This has the same parameters as for MODE. The only difference is that servers probably will never receive this (but is best to document just in case), and that absolutely NO permission checking is done on anything.</p>
<h2><a name="S5_10"></a>5.10 TOPIC - Channel Topic (TOKEN: ) )</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> ) <i>#channel</i> <i>nick</i> <i>timestamp</i> :<i>topic</i></tt></p>
<p>Changes the channel topic information. This format is used when synching, as well as when a topic is changed normally. Nick is the user who changed the topic (depending on compile options, it can be just nick or a full nick!user@host), timestamp is when the change occured, and topic is the new topic text. Normally, only a newer timestamp will actually change the topic, but a U:Lined server can use an older timestamp as well (such as for TOPICLOCK).
<hr/>
<h1><a name="S6"></a>6 Services Commands</h1>
<p>These are commands typically employed by a service implementation, in addition to some of the normal commands. All of the commands listed here require the sender to be correctly U:Lined. This means that the services server name must appear within a ulines {} block in the unrealircd.conf configuration for ALL servers in the network. All servers and clients behind a U:Lined server are themselves U:Lined.</p>
<h2><a name="S6_1"></a>6.1 SVSKILL - Force Disconnect by Service (TOKEN: h)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> h <i>target</i> :<i>reason</i></tt></p>
<p>This command is similar to KILL but differs in several ways. First of all: there is no mutilation of the reason value. The reason given is the exact reason used to generate QUIT messages sent to users. Second, it is silent; no server notice is generated in response to this command. Third, it can only be used by a U:Lined server or client (such as services).</p>
<p>Because this command can be dangerous in the hands of an abusive person, service implementations should avoid granting humans control over the reason parameter. In cases of commands where a person has control over such parameter, either use a regular KILL instead, or otherwise modify the reason so that operators can be held accountable if necessary.</p>
<h2><a name="S6_2"></a>6.2 SVSMODE, SVS2MODE - Force User Mode Change (TOKEN: n or v)</h2>
<p><b>Syntax (SVSMODE):</b> <tt>:<i>source</i> n <i>target</i> +<i>usermodes</i></tt></p>
<p><b>Syntax (SVS2MODE):</b> <tt>:<i>source</i> v <i>target</i> +<i>usermodes</i></tt></p>
<p>Judging by these commands alone, you'd think they are identical. Both commands force a usermode change to occur. This is typically used by services to set +r on a user who has successfully identified. They differ in that SVS2MODE also sends the mode change to the user, while SVSMODE does not (hidden mode change).</p>
<p>SVSMODE and SVS2MODE also give special treatment to usermode +d. Rather than setting the deaf mode like you might expect, SVS(2)MODE +d allows services to change a user's services stamp (which is given in the NICK message). This could allow services to set the service stamp to an easily identifiable value that could then be used to say "hey, this person identified already". The syntax of this is: +d <i>newservice-identifier-token</i> and can be combined with setting other usermodes as well. The deaf mode <b>can</b> be set by using +d without the service stamp parameter; however, in this case you <b>cannot</b> set the service stamp in the same SVS(2)MODE message.</p>
<p><b>Note:</b> Do <b>NOT</b> use SVSMODE to remove IRCop status from a user. Use the SVSO command for that instead.</p>
<p>Alternatively, target can name a channel. In this case, the mode change parameter can consist of a - character, followed by any or all of: b, e, I, q, a, o, h, or v. These characters cause the corresponding lists to be cleared of all entries. For example: SVSMODE #channel -b removes ALL bans from #channel, and SVSMODE #channel -qaohv turns ALL users on #channel into normal users (removes all owner, admin, op, halfop, and voice status). In this case, the uplink will acknowledge with a MODE listing the bans, etc that were removed.</p>
<p>To completely clear a channel of all modes: MODE #channel -cfijklmnprstzACGMKLNOQRSTVu (plus any added by third-party module) followed by SVSMODE #channel -beIqaohv.</p>
<h2><a name="S6_3"></a>6.3 SVSSNO, SVS2SNO - Forced SNomask Change (TOKEN: BV or BW)</h2>
<p><b>Syntax (SVSSNO):</b> <tt>:<i>source</i> BV <i>target</i> +<i>snomasks</i></tt></p>
<p><b>Syntax (SVS2SNO):</b> <tt>:<i>source</i> BW <i>target</i> +<i>snomask</i></tt></p>
<p>Changes a user's snomasks. The difference between SVSSNO and SVS2SNO is the same as with SVSMODE versus SVS2MODE. If the user is not +s, you must add it via SVSMODE +s. For example:</p>
<pre>:OperServ v someuser +s
:OperServ BW someuser +ks</pre>
<h2><a name="S6_4"></a>6.4 SVSNICK - Forced Nick Change (TOKEN: e)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> e <i>target</i> <i>newnick</i> :<i>newtimestamp</i></tt></p>
<p>Forces the specified user to change his nick to newnick and also sets the nick timestamp to newtimestamp (so, for example, services could protect identified users from a nick collision by simply setting the nick timestamp to something way less than "now" - though currently this requires actually changing the nick too). SVSNICK requires the server to which the target is connected to acknowledge the nick change. If the user specified by newnick already exists, then target will be disconnected (even if it's something like a case-change).</p>
<h2><a name="S6_5"></a>6.5 SVSJOIN - Forced Join (TOKEN: BX)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> BX <i>target</i> <i>#channel</i></tt></p>
<p>This is identical to SAJOIN with a few exceptions: 1) It is U:Line-only. 2) No opernotice on use. 3) Bans and restricting modes are respected, a prior INVITE message must be sent to cause bans to be ignored.</p>
<h2><a name="S6_6"></a>6.6 SVSPART - Forced Part (TOKEN: BT)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> BT <i>target</i> <i>#channel</i> :<i>reason</i></tt></p>
<p>Also identical to SAPART with a few exceptions: no static prefix on the optional part reason, and no global notice, and requires a U:Line. Usage recommendation of SVSPART versus KICK is the same as for SVSKILL versus KILL.</p>
<h2><a name="S6_7"></a>6.7 SVSO - Oper Permissions (TOKEN: BB)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> BB <i>target</i> <i>flagchanges</i></tt></p>
<p>This allows a service to add or remove IRCop permission flags for a user. Flagchanges is formatted similar to that of MODE with the exception that operflags are used instead of usermodes. If the change string consists only of -, then all oper permissions, usermodes, and snomasks are removed (as if the user had himself typed MODE nick -Oo).</p>
<p>If you are granting IRCop permissions to a user who is not currently an IRCop, you should follow up with an SVSMODE +o or SVSMODE +O as appropriate. For example:</p>
<pre>:OperServ BB somenick +o
:OperServ BW somenick +cefknoqsSv
:OperServ AL somenick local.oper.somethinghere.net
:OperServ v somenick +Ohs </pre>
<h2><a name="S6_8"></a>6.8 SVSNOOP - Oper Lockdown (TOKEN: f)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> f <i>(op)</i><i>server.name</i></tt></p>
<p>The (op) parameter is either a + or - indicating if NOOP mode should be activated (+) or deactivated (-). When NOOP mode is activated, all IRCops on the server are deopered (including local operators) and the /oper command is disabled. IRCop privileges can still be granted through use of SVSO. On UnrealIRCd, it is not necessary to masskill all IRCops on the nooped server, as they are deopered automatically.</p>
<h2><a name="S6_9"></a>6.9 SVSNLINE - RealName Ban (TOKEN: BR)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> BR <i>op</i> <i>reason</i> :<i>realname mask</i></tt></p>
<p>Op is either + (add) or - (remove). In the case of +, reason is a space-escaped string (all space chars are encoded as _). If -, reason is ignored.</p>
<h2><a name="S6_10"></a>6.10 SVSFLINE - File Ban (TOKEN: BC)</h2>
<p><b>Syntax (add):</b> <tt>:<i>source</i> BC + <i>filemask</i> :<i>reason</i></tt></p>
<p><b>Syntax (remove):</b> <tt>:<i>source</i> BC - <i>filemask</i></tt></p>
<p><b>Syntax (clear):</b> <tt>:<i>source</i> BC *</tt></p>
<p>Adds or removes a DCCDENY item for the specified filemask on all servers. These DCCDENYs are hard dccdenies - the /dccallow command cannot override it. The last form removes all dccdenies added via SVSFLINE.</p>
<hr/>
<h1><a name="S7"></a>7 Messaging</h1>
<p>What good is Internet Relay <b>CHAT</b> if users cannot <b>CHAT</b>? This section addresses the commands through which arbitrary user messages are sent.</p>
<h2><a name="S7_1"></a>7.1 PRIVMSG, NOTICE - Simple Message Transmission (Token: ! or B)</h2>
<p><b>PRIVMSG Syntax:</b> <tt>:<i>source</i> ! <i>target</i> :<i>message</i></tt></p>
<p><b>NOTICE Syntax:</b> <tt>:<i>source</i> B <i>target</i> :<i>message</i></tt></p>
<p>Sends a messages to the given target. The target either names a single client, or identifies a list of clients in which the message is to be sent to. The available targets include:</p>
<ul>
<li><i>nickname</i>: Names a single user to whom the message is delivered.</li>
<li><i>nickname</i>@<i>servermask</i>: Also names a single user, but the message will only be delivered if the user is connected to a server matching the specified servermask. This is typically used for sending messages to services. The target must not be changed at any point along the path it must travel for delivery, even up to the final receipt of the message by the target. This allows the target to know it has been sent a message in this way.</li>
<li>#<i>channelname</i>: Sends a message to all users on the specified channel (except when channel is a moderated auditorium (+mu), in which case the wierd +mu sending behavior goes off).</li>
<li><i>modeprefix</i>#<i>channelname</i>: Sends a message to all users on the given channel having the given status or higher. For example: + means all voices, halfops, etc.</li>
<li>$<i>servermask</i>: Sends a message to ALL users on all servers matching the specified servermask (known as a server broadcast message). The RFC requirements of having a TLD with no wildcards is not applied to U:Lined clients.</li>
</ul>
<p>Unreal does not support the #hostmask format.</p>
<h2><a name="S7_2"></a>7.2 SENDUMODE, SMO - Usermode-based Delivery (TOKEN: AP or AU)</h2>
<p><b>Syntax:</b> <tt>@<i>servernumeric</i> AU <i>umode</i> :<i>message</i></tt></p>
<p>Sends the specified message to all users with the given mode. Only one usermode may be given. This is a server-only command if you can't tell from the sender prefix :) .</p>
<p>The message will be displayed as coming from the receiving client's own server. It may be appropriate to add a &quot;*** Notice (or other leader here) -- from blah:&quot; if you wish to clarify where the message is from.</p>
<h2><a name="S7_3"></a>7.3 SENDSNO - SNomask-based Delivery (TOKEN: Ss)</h2>
<p><b>Syntax:</b> <tt>@<i>servernumeric</i> Ss <i>snomask</i> :<i>message</i></tt></p>
<p>Sends the specified message to all users with the given snomask. Only one snomask may be given. This is a server-only command if you can't tell from the sender prefix :) .</p>
<p>The message will be displayed as coming from the receiving client's own server. It may be appropriate to add a &quot;*** Notice (or other leader here) -- from blah:&quot; if you wish to clarify where the message is from.</p>
<h2><a name="S7_4"></a>7.4 CHATOPS - IRCop Chat (TOKEN: p)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> p :<i>message</i></tt></p>
<p>Sends the message to all IRCops on all servers.</p>
<h2><a name="S7_5"></a>7.5 WALLOPS - Wallop Chat (TOKEN: =)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> = :<i>message</i></tt></p>
<p>Sends the message to all users with usermode +w, whether they are ircops or not.</p>
<h2><a name="S7_6"></a>7.6 GLOBOPS - FailOp Chat (TOKEN: ])</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> ] :<i>message</i></tt></p>
<p>Send the message to all IRCops with usermode +g.</p>
<h2><a name="S7_7"></a>7.7 ADCHAT - Admin Chat (TOKEN: x)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> x :<i>message</i></tt></p>
<p>Send the message to all Server and Network Admins (usermode +A).</p>
<h2><a name="S7_8"></a>7.8 NACHAT - NetAdmin Chat (TOKEN: AC)</h2>
<p><b>Syntax:</b> <tt>:<i>source</i> AC :<i>message</i></tt></p>
<p>Send the message to all Network Admins (usermode +N).</p>
<hr/>
<h1><a name="S8"></a>8 Ban Control</h1>
<p>Sometimes, you have the misfortune of encountering a user who has no purpose but to serve as an annoyance to your server or network. These commands transmit network-wide ban information amongst each other.</p>
<h2><a name="S8_1"></a>8.1 TKL - Master Ban Control (TOKEN: BD)</h2>
<p>The TKL command seems to have one oddity about it: the real ban source is included in the TKL command rather than in the sender prefix. Most likely this is done for synching reasons (so that the *line ban can be credited to the proper person even if he/she is offline). For this reason, the command syntax is given without any sender prefix at all. It is still permissible to use one, however.</p>
<h3><a name="S8_1_1"></a>8.1.1 GLINE - Network-wide user@host ban</h3>
<p><b>Add Syntax (TKL):</b> <tt>BD + G <i>userpart</i> <i>hostpart</i> <i>source</i> <i>expiretimestamp</i> <i>settimestamp</i> :<i>reason</i></tt></p>
<p><b>Remove Syntax (TKL):</b> <tt>BD - G <i>userpart</i> <i>hostpart</i> <i>source</i></tt></p>
<p>Adds and Removes Network-wide user@host bans, known as G:Lines. The GLINE command itself must not be used. The userpart and hostpart are the user portion and hostname portion of the ban mask. The expiretimestamp is 0 if the G:Line should not expire, otherwise it will expire at the given time. It is an absolute time, not relative, thus it's imperitive to have reasonably synchrnoized clocks or bans may be removed too early or even immediately!</p>
<h3><a name="S8_1_2"></a>8.1.2 GZLINE - Network-wide IP ban</h3>
<p><b>Add Syntax (TKL):</b> <tt>BD + Z * <i>ipmask</i> <i>source</i> <i>expiretimestamp</i> <i>settimestamp</i> :<i>reason</i></tt></p>
<p><b>Remove Syntax (TKL):</b> <tt>BD - Z * <i>ipmask</i> <i>source</i></tt></p>
<p>Adds and Removes Network-wide IP bans, known as Global Z:Lines. The GZLINE command itself must not be used. Ipmask permits CIDR notation as well as wildcard masks.</p>
<h3><a name="S8_1_3"></a>8.1.3 SQLINE, UNSQLINE - Network-wide Nickname ban (TOKEN: c or d)</h3>
<p><b>Add Syntax (TKL):</b> <tt>BD + Q <i>hold</i> <i>nickmask</i> <i>source</i> <i>expiretimestamp</i> <i>settimestamp</i> :<i>reason</i></tt></p>
<p><b>Add Syntax (SQLINE):</b> <tt>:<i>source</i> c <i>nickmask</i> :<i>reason</i></tt></p>
<p><b>Remove Syntax (TKL):</b> <tt>BD - Q <i>hold</i> <i>nickmask</i> <i>source</i></tt></p>
<p><b>Remove Syntax (UNSQLINE):</b> <tt>:<i>source</i> d <i>nickmask</i></tt></p>
<p>In the TKL syntax, the hold parameter is either a * to mark the qline as a nick ban, or an H to mark it as a services hold. A services hold does not trigger qline rejection notice, and is typically used by NickServ to reserve registered nicks until they are released by the owner. The (UN)SQLINE syntax can only be used by a server, but any user can be used as the source for the TKL syntax. Unlike G and GZ lines, Q:Lines do not cause existing matching users to be disconnected or otherwise affected.</p>
<p>The TKL syntax is preferred, since it is more flexible, but (UN)SQLINE is permitted for compatibility.</p>
<h3><a name="S8_1_4"></a>8.1.4 SPAMFILTER - Message Spam Filtration System</h3>
<p>Proper use of spamfilter in TKL commands requires use of PROTOCTL TKLEXT, which increases the number of parameters allowed in TKL.</p>
<p><b>Add Syntax (TKL):</b> <tt>BD + F <i>target(s)</i> <i>action</i> <i>source</i> 0 <i>settimestamp</i> <i>tklduration</i> <i>tklreason</i> :<i>regex</i></tt></p>
<p><b>Remove Syntax (TKL):</b> <tt>BD - F <i>target(s)</i> <i>action</i> <i>source</i> 0 <i>settimestap</i> :<i>regex</i></tt></p>
<p>Adds and Removes network-wide spamfilters. The SPAMFILTER command itself must not be used. See <a href="http://vulnscan.org/UnrealIrcd/unreal32docs.html#feature_spamfilter">http://vulnscan.org/UnrealIrcd/unreal32docs.html#feature_spamfilter</a> for a list of valid targets. For actions, a single character is used to identify the action to be taken:</p>
<ul>
<li>K (kill) - The user is simply disconnected, with the reason given.</li>
<li>S (tempshun) - A temporary shun is placed on the user. This shun is applied only to that user, and disappears if the user reconnects.</li>
<li>s (shun) - A regular shun on the user's IP address is added. This causes all users with the same hostname to be shunned, but they will also stay shunned if they reconnect.</li>
<li>k (kline) - A K:Line is added on the user's IP address.</li>
<li>z (zline) - A Z:Line is added on the user's IP address.</li>
<li>g (gline) - A G:Line is added on the user's IP address.</li>
<li>Z (gzline) - A Global Z:Line is added on the user's IP address.</li>
<li>b (block) - Messages (or users!) matching the filter are simply blocked.</li>
<li>d (dccblock) - The user is prevented from sending files using DCC for the remainder of his session (in other words, until he quits).</li>
<li>v (viruschan) - User is removed from all channels, joined to the viruschan as defined in conf, and cannot message anything but that channel.</li>
<li>w (warn) - No action on the user is taken. Only the Spamfilter notice is sent to opers with snomask +S.</li>
</ul>
<h1><a name="S9">9 Base64 Tables</a></h1>
<p>Unreal uses base64 encoding to allow saving bandwidth by encoding numbers in a more compact format. Unreal uses two different variations of base64, one used for the SJB64 PROTOCTL option (in NICK and SJOIN), and one used for NICKIP.</p>
<h2><a name="S9_1">9.1 Table for SJB64 (NICK and SJOIN).</a></h2>
<p>In NICK and SJOIN, remember that the timestamp will be prefixed with ! to signal a base64 timestamp.</p>
<p>Just like in base10, the least significant &quot;digit&quot; is last.</p>
<pre> 0 0 17 H 34 Y 51 p
1 1 18 I 35 Z 52 q
2 2 19 J 36 a 53 r
3 3 20 K 37 b 54 s
4 4 21 L 38 c 55 t
5 5 22 M 39 d 56 u
6 6 23 N 40 e 57 v
7 7 24 O 41 f 58 w
8 8 25 P 42 g 59 x
9 9 26 Q 43 h 60 y
10 A 27 R 44 i 61 z
11 B 28 S 45 j 62 {
12 C 29 T 46 k 63 }
13 D 30 U 47 l
14 E 31 V 48 m
15 F 32 W 49 n
16 G 33 X 50 o</pre>
<h2><a name="S9_2">9.2 Table for NICKIP.</a></h2>
<p>In this table, the IP is encoded in network byte order. In terms of IPs, this means the first byte of the address really is first. Each &quot;digit&quot; in the base64 encoded IP corresponds to 6 bits of the IP address.</p>
<p>An IPv4 address is 32 bits, so 6 base64 &quot;digits&quot; are needed. Since base64 requires values to come in multiples of 4 &quot;digits&quot;, padding characters (=) need to be added if a value comes up short. In the case of IPv4 addresses, two are needed.</p>
<p>IPv6 addresses are 128-bit. They therefore need 22 base64 &quot;digits&quot; plus 2 pad characters.</p>
<pre> 0 A 17 R 34 i 51 z
1 B 18 S 35 j 52 0
2 C 19 T 36 k 53 1
3 D 20 U 37 l 54 2
4 E 21 V 38 m 55 3
5 F 22 W 39 n 56 4
6 G 23 X 40 o 57 5
7 H 24 Y 41 p 58 6
8 I 25 Z 42 q 59 7
9 J 26 a 43 r 60 8
10 K 27 b 44 s 61 9
11 L 28 c 45 t 62 +
12 M 29 d 46 u 63 /
13 N 30 e 47 v
14 O 31 f 48 w (pad) =
15 P 32 g 49 x
16 Q 33 h 50 y</pre>
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All server protocol documentation has been moved to the wiki:
https://www.unrealircd.org/docs/Server_protocol
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Token List (c) 2002-2004 codemastr (Dominick Meglio) [codemastr@unrealircd.com]
Command Token
------------------------------------------------------------------------------------------------
PRIVMSG !
WHOIS #
NICK &
SERVER '
TOPIC )
INVITE *
VERSION +
QUIT ,
SQUIT -
KILL .
INFO /
LINKS 0
STATS 2
HELP 4
ERROR 5
AWAY 6
CONNECT 7
PING 8
PONG 9
PASS <
TIME >
ADMIN @
SETHOST AA
NACHAT AC
SETIDENT AD
SETNAME AE
LAG AF
SDESC AG
KNOCK AI
CREDITS AJ
LICENSE AK
CHGHOST AL
RPING AM
RPONG AN
NETINFO AO
SENDUMODE AP
ADDMOTD AQ
ADDOMOTD AR
SVSMOTD AS
SMO AU
OPERMOTD AV
TSCTL AW
SAJOIN AX
SAPART AY
CHGIDENT AZ
NOTICE B
SWHOIS BA
SVSO BB
SVSFLINE BC
TKL BD
VHOST BE
BOTMOTD BF
HTM BH
DCCDENY BI
UNDCCDENY BJ
CHGNAME BK
SHUN BL
CYCLE BP
MODULE BQ
SVSNLINE BR
SVSPART BT
SVSLUSERS BU
SVSSNO BV
SVS2SNO BW
SVSJOIN BX
SVSSILENCE Bs
SVSWATCH Bw
JOIN C
PART D
LUSERS E
EOS ES
MOTD F
MODE G
KICK H
REHASH O
RESTART P
CLOSE Q
SENDSNO Ss
DNS T
TEMPSHUN Tz
SILENCE U
AKILL V
UNKLINE X
RAKILL Y
GLOBOPS ]
LOCOPS ^
PROTOCTL _
WATCH `
TRACE b
SQLINE c
UNSQLINE d
SVSNICK e
SVSNOOP f
SVSKILL h
SVSMODE n
SAMODE o
CHATOPS p
UNZLINE r
RULES t
MAP u
SVS2MODE v
DALINFO w
ADMINCHAT x
UMODE2 |
SJOIN ~
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VL Information (c) 2002 codemastr (Dominick Meglio) [codemastr@unrealircd.com]
Protocol Version
------------------------------------------------------------------------------------------------
2311 3.2.10
2310 3.2.9
2309 3.2.6, 3.2.7, 3.2.8
2308 3.2.5
2307 3.2.4
2306 3.2.3
2305 3.2.2
2304 3.2.1
2303 3.2-beta*, 3.2-RC*, 3.2
2302 3.1.1-Darkshades, 3.1.2-Darkshades, 3.1.3-Komara, 3.1.4-Meadows
2301 3.1-Silverheart
2300 3.0-Morrigana
Flag Description
------------------------------------------------------------------------------------------------
c Server is chrooted
C command line config enabled
D Server is in debugmode
F Using file descriptor lists
h Compiled as a hub
i Shows invisible users in /trace
n NOSPOOF enabled
V Uses valloc()
W Windows version
Y Syslog logging enabled
K No ident checking (?)
6 IPv6 supported
X STRIPBADWORDS enabled (chmode/umode +G)
P Uses poll()
e SSL supported
O OperOverride enabled
o OperOverride without verify
Z Zip links supported
3 3rd party modules (were) loaded or unreal is any other way 'tainted' (eg: bad libs)
E Extended channel modes supported

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