Search found 14 matches

by Mike
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 ...
by Mike
Sat Sep 24, 2005 7:19 pm
Forum: Unreal 3.2 Support
Topic: checking server uptime...
Replies: 3
Views: 2312

Re: checking server uptime...

DarkBlood wrote:Is there a way to check my unrealircd's uptime? how long the server's been connected?
Try /stats u


Mike
by 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

...Then it should say 'leaf *;' and not 'hub *;'...

No, he had it right. It should be hub *; In the link block, you're describing the link you're connecting to, not that server
[...]

Quote from the Unreal docs:

hub (optional)
The value is a mask of what servers this hub may connect (ex: *.my ...
by Mike
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 ...
by Mike
Tue Sep 20, 2005 2:56 am
Forum: Unreal 3.2 Support
Topic: Please help me on set_override;
Replies: 43
Views: 20041

Are that two link blocks for the same server? Besides the fact, that I doubt that makes sense, you can't set the same port (7000) to be non-SSL (first block) and SSL (second block) at the same time.

So remove one of the two blocks, and if the one with SSL is the one to stay, remove the braces ...
by Mike
Tue Sep 20, 2005 2:46 am
Forum: Unreal 3.2 Support
Topic: Please help me on set_override;
Replies: 43
Views: 20041


we'll it all comes down to something i know works on other servers
is working and is there to be used when needed

my server it's not and it's just one of them problems that bugs you
until you find the problem

By the way, as I read the thread, I noticed that I also hadn't set can_override for ...
by Mike
Tue Sep 20, 2005 12:11 am
Forum: Unreal 3.2 Support
Topic: Restricting DCCs depending on IP/host
Replies: 7
Views: 2750

why not setup two linked servers.

set one (blocking all DCC) that the external people connect to.
set one (allowing all DCC) that the internal people connect to


Hm, that could work :) (Luckily, the box has separate IPs for internal and external connections, so we can put both ircd's on the ...
by Mike
Mon Sep 19, 2005 11:50 pm
Forum: Unreal 3.2 Support
Topic: Please help me on set_override;
Replies: 43
Views: 20041


[...]
-irc.mygameserver.com- *** Notice -- Loading IRCd configuration ..
-
-irc.mygameserver.com- *** Notice -- /usr/local/etc/Unreal/unrealircd.conf:344: No name for section start
-
-irc.mygameserver.com- ***Notice -- /usr/local/etc/Unreal/unrealircd.conf:346: Ignoring extra close brace
-
-irc ...
by Mike
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 ...
by Mike
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 ...
by Mike
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

As for the other modules, they are automagically auto-loaded by commands.so or whatever it's called [...]

I c :)

When we are talking about "different installation target"-installs, I also would like to suggest to always KEEP the source you compiled from around as well.

I always do (not only ...
by Mike
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

Modules are simple to install, and a recompile is not needed.


Well, since I have installed to a different directory (with 'make install') I can safely recomile everything and then only copy the <module>.so to <install dir>/modules. Or does it have to be with 'make custommodule' ? Does 'make ...
by Mike
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

First of all, thanks for that lightning fast answer in the early morning :-D


oper::class is the name of the class the oper will become once opering up.


That's what I was afraid of...


If you want to require opers to use SSL to oper, there is a module that provides that function. I think ...
by Mike
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 ...