Search found 192 matches

by Gottem
Tue Sep 13, 2016 2:03 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Porting GetLegitUsers from 3.2.x to 4.x
Replies: 16
Views: 7741

Re: Porting GetLegitUsers from 3.2.x to 4.x

Are you familiar with screen/tmux? They allow you to start a shell and detach from it while the process keeps running. May wanna check out: http://aperiodic.net/screen/quick_reference And it seems you're calling the binary directly, not the wrapper script. You need the one you use to start, rehash a...
by Gottem
Tue Sep 13, 2016 1:44 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Porting GetLegitUsers from 3.2.x to 4.x
Replies: 16
Views: 7741

Re: Porting GetLegitUsers from 3.2.x to 4.x

The latest segfault refers to jointhrottle, so at least it's not this module causing it. Not sure if you did, but you're supposed to attach gdb prior to the crash, otherwise it can't give you a backtrace anyways since it wasn't around when it happened. And I'm not certain if you're "allowed&quo...
by Gottem
Mon Sep 12, 2016 6:09 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Porting GetLegitUsers from 3.2.x to 4.x
Replies: 16
Views: 7741

Re: Porting GetLegitUsers from 3.2.x to 4.x

Well, you can probably fiddle around with GNU debugger (gdb). Just attach it to the unrealircd process (gdb -p <pid>) and use the "continue" command. Then when it crashes you should be able to get a backtrace with "bt". =] Just out of curiosity: What were you/was the server doing...
by Gottem
Sun Sep 11, 2016 5:37 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Porting GetLegitUsers from 3.2.x to 4.x
Replies: 16
Views: 7741

Re: Porting GetLegitUsers from 3.2.x to 4.x

No, it shouldn't do that; my own IRCd has been running fine all day. And if you didn't execute /getlegitusers right before the crash, the module wasn't doing anything anyway. Do you have any other (third party) mods loaded?
by Gottem
Tue Sep 06, 2016 9:31 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] m_git to install/update mods from git
Replies: 0
Views: 7928

[DONE] m_git to install/update mods from git

This module allows easy installation and updating of modules from git through an IRC command. It requires access to a shell/pipe and the commands "make" and "git" (so may not work on Windows, probably not even (we're all Linux users, sry)). The paths you can feed it may NOT start...
by Gottem
Tue Sep 06, 2016 9:19 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] m_clearlist to clear +bIe lists
Replies: 3
Views: 7424

[DONE] m_clearlist to clear +bIe lists

This module is quite similar to m_rmtkl in that you can clear "ban" lists based on masks with wildcards. So you could use a mask of *!*@` or even just * to clear everything, it's pretty straightforward tbh. =] Syntax: CLEARLIST <channel> <flags> <mask> Types: b => ban e => ban exception I ...
by Gottem
Tue Sep 06, 2016 2:36 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Some templates for Unreal 4 modules
Replies: 1
Views: 4495

[DONE] Some templates for Unreal 4 modules

I caught myself doing quite a bit of coding in regards to modules, so I set up some templates to use . They may not be perfect as my C is a bit rusty, so comments about improvements are welcome. =] More templates will probably follow at some point (i.e. if I need to use different APIs). Right now I ...
by Gottem
Sat Sep 03, 2016 8:36 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] m_banfix_voice
Replies: 0
Views: 4987

[DONE] m_banfix_voice

So apparently someone with +v can still talk if they're banned (+b) or mutebanned (+b ~q:). This seems counterintuitive to me and probably a bunch of others, so my module rectifies that. Keep in mind that people with at least +h or can still talk through it. For opers and ulines it just calls the or...
by Gottem
Thu Sep 01, 2016 5:20 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] Porting m_rmtkl to Unreal 4
Replies: 3
Views: 5324

[DONE] Porting m_rmtkl to Unreal 4

I noticed a few requests for an Unreal 4 version of AngryWolf's m_rmtkl module, so I ported it. =] Removes all TKLs (bans) matching the given conditions and having any types you specify (available ones are K:Line, G:Line, Z:Line, Global Z:Line, Shun, Q:Line and Global Q:Line). The removal is done lo...
by Gottem
Sat Aug 27, 2016 5:08 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] m_forward for Unreal4
Replies: 1
Views: 2789

Re: [DONE] m_forward for Unreal4

I've moved the #define BETTER_OVERRIDE stuff into a configuration variable. Just check the repo. ;]
by Gottem
Sun Aug 21, 2016 4:00 pm
Forum: UnrealIRCd 4 modules (third party)
Topic: [DONE] m_forward for Unreal4
Replies: 1
Views: 2789

[DONE] m_forward for Unreal4

I've ported the "channel forward" module to Unreal 4, since people on my net were eager to have it work. I'll just quote the original author regarding features: This module is based on the m_banlink module, but offers a more robust featureset. This module and the banlink module are incompa...