Search found 82 matches
- Mon Jul 16, 2012 4:05 am
- Forum: Unreal 3.2 Modules
- Topic: Opers still seeing notices on log out
- Replies: 35
- Views: 19084
Re: Opers still seeing notices on log out
Do you need a dll version of the mod as well?
- Sat Jul 14, 2012 8:14 pm
- Forum: Unreal 3.2 Modules
- Topic: Opers still seeing notices on log out
- Replies: 35
- Views: 19084
Re: Opers still seeing notices on log out
Try this module: put it in a file called m_kickoper.c placed in the src/modules then from main Unreal directory: make custommodule MODULEFILE=m_kickoper add a loadmodule directive to the .so file and rehash. I have tested it on Win32, so It should work on linux as well. /* * ========================...
- Sat Jul 14, 2012 7:23 pm
- Forum: Unreal 3.2 Modules
- Topic: Help with Crash issue
- Replies: 1
- Views: 2589
Re: Help with Crash issue
Nevermind. As Syzop warned me. It was a read-after-free issue
- Sat Jul 14, 2012 4:25 pm
- Forum: Unreal 3.2 Modules
- Topic: Help with Crash issue
- Replies: 1
- Views: 2589
Help with Crash issue
I am getting a crash in ircsprintf.c at line 289 ( if ((*str = *p1)) ) when I use the follwing remove_user_from_channel(sptr, chptr); sprt is coming from the HOOKTYPE_UMODE_CHANGE chptr is set via lp->chptr I can sendnotice to sptr chptr->name ( sendnotice(sptr, "Channel: %s", chptr->chnam...
- Sat Jul 07, 2012 10:25 pm
- Forum: Unreal 3.2 Modules
- Topic: Opers still seeing notices on log out
- Replies: 35
- Views: 19084
Re: Opers still seeing notices on log out
OK. I see that that specific lines comes from logchan modules on operserv. I am looking for a way to detect the channels the user is on when they UMODE and check if +O is set on the channel. If they are, they need to be parted from the channel. I am working on a solution for you. As for his modes on...
- Sat Jul 07, 2012 4:05 pm
- Forum: Unreal 3.2 Modules
- Topic: Opers still seeing notices on log out
- Replies: 35
- Views: 19084
Re: Opers still seeing notices on log out
#1) The should not continue getting snotices on deoper. Onces they remove their oper flags /mode <nick> -o, they automatically lose all of their snomask flags (I've tested it) #2) When a channel has mode +O, it acts much like a channel being +k or +i. It only checks that the person has the proper pe...
- Sat Jul 07, 2012 2:27 am
- Forum: Unreal 3.2 Modules
- Topic: Opers still seeing notices on log out
- Replies: 35
- Views: 19084
Re: Opers still seeing notices on log out
Are you using an anope module to get that message. I cannot find that specific message in the core source of either Anope or Unreal
- Fri Jul 06, 2012 9:57 pm
- Forum: Unreal 3.2 Modules
- Topic: Opers still seeing notices on log out
- Replies: 35
- Views: 19084
Re: Opers still seeing notices on log out
The only thing I could think of use a module that on snotice of -o, it would kick the user from the channel. Unreal does not check to see if the user is an oper in an oper only channel every x seconds, It only checks onjoin. Aside from a module, you would have to use an opered eggdrop or a client sc...
- Thu Jul 05, 2012 3:51 am
- Forum: Unreal 3.2 Support
- Topic: Unrealircd refuses connection
- Replies: 3
- Views: 2420
Re: Unrealircd refuses connection
Also I would suggest cron.
Simply
crontab -e (From the account that owns unreal)
*/3 * * * * /usr/ports/Unreal3.2/ircdcron/ircdchk >/dev/null 2>&1
Then when the system is rebooted, it will automatically start within 3 minutes.
Simply
crontab -e (From the account that owns unreal)
*/3 * * * * /usr/ports/Unreal3.2/ircdcron/ircdchk >/dev/null 2>&1
Then when the system is rebooted, it will automatically start within 3 minutes.
- Thu Jul 05, 2012 3:47 am
- Forum: Unreal 3.2 Support
- Topic: Unrealircd refuses connection
- Replies: 3
- Views: 2420
Re: Unrealircd refuses connection
Could it be that trying to start it as a daemon is starting it as a different user than the owner and thus it cannot access unrealircd.conf???
- Fri Jun 01, 2012 12:43 am
- Forum: Unreal 3.2 Support
- Topic: Unreal3.2 Can't set FD_SETSIZE?
- Replies: 2
- Views: 2317
Re: Unreal3.2 Can't set FD_SETSIZE?
It would help if you gave us information on the Operating System you have so you could be helped further.
If Unreal compiled, it should run. If there was an issue with the number of FD's, it would throw and error and not compile. All of that has to be set before compilation.
If Unreal compiled, it should run. If there was an issue with the number of FD's, it would throw and error and not compile. All of that has to be set before compilation.
- Sat May 05, 2012 8:16 pm
- Forum: Services
- Topic: DB of my site and anope DB
- Replies: 1
- Views: 3141
Re: DB of my site and anope DB
That is a question for anope, not Unreal. http://forum.anope.org/
- Sat May 05, 2012 2:09 am
- Forum: Unreal 3.2 Support
- Topic: Hostname Problem
- Replies: 3
- Views: 5974
Re: Hostname Problem
that has nothing to do with your IRC's DNS. Unreal checks the "Client" for a hostname when connecting. If it cannot verify a hostname, you will see their IP all jumbled when you whois them. However if the server does detect a hostname for a client you will see "@blahblah.somenet.net&q...
- Tue Apr 24, 2012 2:53 am
- Forum: Unreal 3.2 Support
- Topic: Require SSL
- Replies: 4
- Views: 3495
Re: Require SSL
Mirc has SSL support built in now, you just have to download the openssl libraries they provide. (http://www.mirc.com/ssl.html) XChat has built in support without additional downloads (http://xchat.org) There are several other clients out there, but most don't formally support SSL "Out of the B...
- Mon Apr 23, 2012 8:23 pm
- Forum: Unreal 3.2 Support
- Topic: Require SSL
- Replies: 4
- Views: 3495
Re: Require SSL
Yes, you can require SSL. It's as simple as only having "Option SSL" on all of your ports. The only problem with this is, if they connect with a non ssl client, they will see this: " * [10053] Software caused connection abort". There will be no error message saying that the serve...