[DONE] Looking for delaylist.c port for unreal4

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HeXiLeD
Posts: 25
Joined: Mon Jan 16, 2017 8:07 pm
Location: online

[DONE] Looking for delaylist.c port for unreal4

Post by HeXiLeD » Fri Mar 17, 2017 2:03 am

/*
* ==================================================================
* Module: delaylist.c
* Author: w00t <surreal.w00t@gmail.com>
* Version: 1.0.0
* Written For: Stskeeps
* Licence: GPL
* Description: Delays list for newly connected clients.
* ==================================================================
*/
*/
Original code here

If anyone could port it, it would be great.
Constructive criticism leads to evolution and progress. Negative criticism leads to obsolescence. We should not be living in 1990s irc management & developing standards just because it was cool.

Gottem
Posts: 127
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Location: NL

Re: [DONE] Looking for delaylist.c port for unreal4

Post by Gottem » Fri Mar 17, 2017 6:42 pm

Saw your request in the channel before I headed off to work and made a note. ;] Decided not to port this one but instead use my m_pmdelay as base (since it's very similar anyways), as such the same restrictions apply (delay must be >= 10). Also renamed it slightly to m_listdelay to be consistent with m_pmdelay. =]

Change the delay with:

Code: Select all

set {
	listdelay 60;
};
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HeXiLeD
Posts: 25
Joined: Mon Jan 16, 2017 8:07 pm
Location: online

Re: [DONE] Looking for delaylist.c port for unreal4

Post by HeXiLeD » Sat Sep 02, 2017 10:29 am

In the past (u3.2*) we also had m_listreg.c which also has it's usefulness and although i was thinking about requesting a port of for for u4.*, I thought maybe adding it's functionalities to delaylist.c,. given the use a it's specific configuration file.

Original code here.

example:

Code: Select all

set {
			list_delay yes|no;
			delay_time 60;
			require_reg yes|no; 
};
notes:
* list_delay no; should obviously ignore delay_time
* require_reg yes; should not bypass delay_time

This would mean merging two modules in one and thus making it more versatile and perhaps the module could e renamed to, list_options.c or something similar.

I do not really see the point of having to separate modules, but should there be a technical good reason not to merge the modules, it would still be nice to have m_listreg.c ported to urealircd4.

Part 2: (optional but nice to have)

Always /list based on mask/ip/host that is white listed:

Code: Select all

set {
			list_delay yes|no;	# it set to yes, it should still obey bypass white list option for white listed people
			delay_time 60;
			require_reg yes|no;
			bypass_options yes|no;	# if set to no, it will ignore bypass options bellow
						# if set to yes, it will activate white listed people
};

# Bypass white list options will have the last word in regards to list_delay and require_reg:

Code: Select all

set {
	bypass_delay { 
				some@ip|mask;
				user@localhost;
				etc... };

        bypass_reg { 
				some@ip|mask;
				user@localhost; 
				etc... };
};
Note: identified opers should never should never be affected by this module
Constructive criticism leads to evolution and progress. Negative criticism leads to obsolescence. We should not be living in 1990s irc management & developing standards just because it was cool.

Gottem
Posts: 127
Joined: Fri Aug 19, 2016 5:26 pm
Location: NL

Re: [DONE] Looking for delaylist.c port for unreal4

Post by Gottem » Sat Sep 02, 2017 3:05 pm

We good. =] The config block is a lil different than you described, but it does the same. Add a new top level block (so not within set):

Code: Select all

listrestrict {
	connectdelay 60; // How long a client must have been online for
	needauth 1; // Besides connectdelay, also require authentication w/ services

	exceptions {
		all "user@*";
		auth "*@123.123.123.*";
		connect "someone@some.isp";
		connect "need@moar";
	};
};
Omitting a directive entirely will make it default to off. If connectdelay is specified, the minimum required value is (still) 10 as anything below seems pretty damn useless to me. =] The exceptions block should be pretty self explanatory. ;] If multiple masks match a user, only the first one will be checked/used.

As usual with my mods, U:Lines, opers and servers are exempt from any restrictions.

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