Is that you were talking about? If yes, then I still can't see any problems with using 127.0.0.1.On some systems, using "<tt>localhost</tt>" in the <tt>RemoteServer</tt> configuration directive will not always get you the IP address <tt>127.0.0.1</tt>!
Question about IRCServices
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http://www.vulnscan.org/UnrealIrcd/unre ... #linkblock
With a bit of thought, that should be able to help you.
With a bit of thought, that should be able to help you.
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Not quite sure what you mean, sorry.
If you mean making sure admins have some special character in their nickname, I doubt it. Try asking them to add it.
The only force-nick-change I can think of is...
/me plays with operserv
/msg operserv help svsnick
(that's with anope, can't remember if IRCservices has it)
Hope that helps.
If you mean making sure admins have some special character in their nickname, I doubt it. Try asking them to add it.
The only force-nick-change I can think of is...
/me plays with operserv
/msg operserv help svsnick
(that's with anope, can't remember if IRCservices has it)
Hope that helps.
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DeadNotBuried
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which REALLY REALLY isnt advised, since services wont know about the change.
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In my honest opinion, forcing a nickname change on join is a very unfounded idea.
1. Why on join and why not to ask admins to connect with the special symbol right off? Having distinctive characters in their nicknames only when they join a channel can cause problems when a common user (not being on any channels) speaks with or tries to contact one of them privately.
2. It isn't possible to have special symbols in nicknames other than what UnrealIRCd accepts. Therefore, for example, if you chose ^ as a special character, you would have to place a nickname ban on ^* to avoid abuses and confusions caused by common users, however then they couldn't use ^ as a first character any longer.
3. Using the RAW command of OperServ doesn't help either. The SVSNICK command in UnrealIRCd does nickname checking.
What you'ld rather want is adding a new channel prefix, but you cannot do that.
1. Why on join and why not to ask admins to connect with the special symbol right off? Having distinctive characters in their nicknames only when they join a channel can cause problems when a common user (not being on any channels) speaks with or tries to contact one of them privately.
2. It isn't possible to have special symbols in nicknames other than what UnrealIRCd accepts. Therefore, for example, if you chose ^ as a special character, you would have to place a nickname ban on ^* to avoid abuses and confusions caused by common users, however then they couldn't use ^ as a first character any longer.
3. Using the RAW command of OperServ doesn't help either. The SVSNICK command in UnrealIRCd does nickname checking.
What you'ld rather want is adding a new channel prefix, but you cannot do that.
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Stealth
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SVSNICK does do nick changing.3. Using the RAW command of OperServ doesn't help either. The SVSNICK command in UnrealIRCd does nickname checking.
Code: Select all
***** Svsnick *****
-
Changes the nickname of the user in question.
Must be sent through an U:Lined server.
-
Syntax: SVSNICK <nickname> <new nickname> <timestamp>
Example: SVSNICK hAtbLaDe Foobar 963086432When unreal gets an SVSNICK for one of it's users, it sends a regular NICK out to everyone. Example:w00t wrote:which REALLY REALLY isnt advised, since services wont know about the change.
Send: SVSNICK Joe Guest1234567
If Joe is on the local server, Unreal will broadcast a :Joe NICK Guest1234567, otherwise, it will pass SVSNICK to the required server.
I believe the same is done for SVSJOIN (Unreal acknowledges with a normal JOIN message), SVSPART (acknowledges with normal PART), SVSKILL (? acknowledges with QUIT?), but not SVS[2]MODE/SVS[2]SNO (AFAIK).
But wait, services sent the SVSNICK and therefore, everything on the services connection is expected to already know about the change...
Correct me if I'm wrong, of course.
Correct me if I'm wrong, of course.
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