Search found 14 matches
- Tue Sep 27, 2005 2:14 am
- Forum: Unreal 3.2 Support
- Topic: temporarily stop users from connecting
- Replies: 4
- Views: 1918
If you are running Anope services, you can use the DefCon system to achieve that. If the services are configured accordingly for some DefCon level and you switch to that level, then they will add an AKILL (and thefore a K:Line) for every new client that connects, until you switch to "normal" DefCon ...
- Sat Sep 24, 2005 7:19 pm
- Forum: Unreal 3.2 Support
- Topic: checking server uptime...
- Replies: 3
- Views: 2312
Re: checking server uptime...
Try /stats uDarkBlood wrote:Is there a way to check my unrealircd's uptime? how long the server's been connected?
Mike
- Wed Sep 21, 2005 9:39 pm
- Forum: Unreal 3.2 Support
- Topic: Linking via SSL - One Server Has Problems
- Replies: 11
- Views: 6260
- Wed Sep 21, 2005 5:53 pm
- Forum: Unreal 3.2 Support
- Topic: Linking via SSL - One Server Has Problems
- Replies: 11
- Views: 6260
That new problem with SSL handshake, etc - I got no idea about it :-/ But as for the rest: did you say the link block at the beginning ist from the leaf? Then it should say 'leaf *;' and not 'hub *;'. Don't know if this has something to do with the SSL error messages, but it's no harm to correct it ...
- Tue Sep 20, 2005 2:56 am
- Forum: Unreal 3.2 Support
- Topic: Please help me on set_override;
- Replies: 43
- Views: 20041
- Tue Sep 20, 2005 2:46 am
- Forum: Unreal 3.2 Support
- Topic: Please help me on set_override;
- Replies: 43
- Views: 20041
- Tue Sep 20, 2005 12:11 am
- Forum: Unreal 3.2 Support
- Topic: Restricting DCCs depending on IP/host
- Replies: 7
- Views: 2750
- Mon Sep 19, 2005 11:50 pm
- Forum: Unreal 3.2 Support
- Topic: Please help me on set_override;
- Replies: 43
- Views: 20041
- Mon Sep 19, 2005 10:47 pm
- Forum: Unreal 3.2 Support
- Topic: Restricting DCCs depending on IP/host
- Replies: 7
- Views: 2750
Unfortunately restricting DCC is really not very useful. Why? They can go to a different server and do their DCC there.
So what? I don't want to (nor can I, as an IRC admin) stop people from doing DCC at all. I just don't want (all of) them doing it on my server. Preventing people from doing DCC ...
So what? I don't want to (nor can I, as an IRC admin) stop people from doing DCC at all. I just don't want (all of) them doing it on my server. Preventing people from doing DCC ...
- Sat Sep 17, 2005 12:38 am
- Forum: Unreal 3.2 Support
- Topic: Restricting DCCs depending on IP/host
- Replies: 7
- Views: 2750
Restricting DCCs depending on IP/host
There I go again with another problem :)
I'd like to restrict the usage of DCC depending on the IP/hostmask of the users involved (sending and receiving). Background info: I am running an ircd on a private network, but the server is also visible from outside, so I'd like to allow DCC for internal ...
I'd like to restrict the usage of DCC depending on the IP/hostmask of the users involved (sending and receiving). Background info: I am running an ircd on a private network, but the server is also visible from outside, so I'd like to allow DCC for internal ...
- Sat Sep 17, 2005 12:13 am
- Forum: Unreal 3.2 Support
- Topic: Allowing only SSL Connections (+z) to oper up
- Replies: 9
- Views: 3465
- Fri Sep 16, 2005 7:46 am
- Forum: Unreal 3.2 Support
- Topic: Allowing only SSL Connections (+z) to oper up
- Replies: 9
- Views: 3465
- Fri Sep 16, 2005 5:31 am
- Forum: Unreal 3.2 Support
- Topic: Allowing only SSL Connections (+z) to oper up
- Replies: 9
- Views: 3465
- Fri Sep 16, 2005 5:13 am
- Forum: Unreal 3.2 Support
- Topic: Allowing only SSL Connections (+z) to oper up
- Replies: 9
- Views: 3465
Allowing only SSL Connections (+z) to oper up
Hi,
I know there is a module just for that purpose (m_soper), but is there a way to get that working with the built-in arsenal of UnrealIRCd (in order to minimize the risk of crashes, etc)?
I tried something like
class sslusers {
<snip>
};
allow {
ip *@*;
hostname *@*;
class sslusers ...
I know there is a module just for that purpose (m_soper), but is there a way to get that working with the built-in arsenal of UnrealIRCd (in order to minimize the risk of crashes, etc)?
I tried something like
class sslusers {
<snip>
};
allow {
ip *@*;
hostname *@*;
class sslusers ...