Unreal TNG prototype public
Posted: Thu Sep 07, 2006 10:57 am
If it passed anyone by, beside the Unreal3 branch, we're also working on a total recode of Unreal, to make it more suited for the future (or whatever you might call it.).
Some of the new things in Unreal4 is that we are 1) coding it in C++, 2) all modules are in a specific C++ syntax extension that makes module coding a lot easier, 3) intend for the entire ircd except for a small module loader, to be modular - so you can add and remove features at runtime. This means, add and remove things like "color stripping" without having to update and recompile several modules, but just unload the ColorStripping module. This should also put any arguments that Unreal is bloat, to the ground, since it can be stripped down to whatever you want it to ;) - also allow for upgrading the IRCd on the fly. 4) Making UnrealIRCd BSD-licensed so we won't have problems with releasing SSL binaries/to allow people to make custom modules with commercial licenses/problems with general GPL craziness like "release your code if your server provides something on the internet".. and frankly, so people can understand the license and know what it stands for. Also, that we open a lot more to the extension of features to Unreal.
Currently the prototype, well, doesn't do that much besides set up listeners, and be able to maintain streams - and have a working module language, but if anyone is interested in how we're planning to do it, please look at http://bsd.tspre.org/~stskeeps/tng/wiki , and hang out in #unreal-devel on irc.unrealircd.com if you might be interested in joining this effort.
-Stskeeps
Some of the new things in Unreal4 is that we are 1) coding it in C++, 2) all modules are in a specific C++ syntax extension that makes module coding a lot easier, 3) intend for the entire ircd except for a small module loader, to be modular - so you can add and remove features at runtime. This means, add and remove things like "color stripping" without having to update and recompile several modules, but just unload the ColorStripping module. This should also put any arguments that Unreal is bloat, to the ground, since it can be stripped down to whatever you want it to ;) - also allow for upgrading the IRCd on the fly. 4) Making UnrealIRCd BSD-licensed so we won't have problems with releasing SSL binaries/to allow people to make custom modules with commercial licenses/problems with general GPL craziness like "release your code if your server provides something on the internet".. and frankly, so people can understand the license and know what it stands for. Also, that we open a lot more to the extension of features to Unreal.
Currently the prototype, well, doesn't do that much besides set up listeners, and be able to maintain streams - and have a working module language, but if anyone is interested in how we're planning to do it, please look at http://bsd.tspre.org/~stskeeps/tng/wiki , and hang out in #unreal-devel on irc.unrealircd.com if you might be interested in joining this effort.
-Stskeeps