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Posted: Tue Jun 22, 2004 5:38 pm
by AngryWolf
From ircservices-5.0.32/docs/FAQ:
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>!
Is that you were talking about? If yes, then I still can't see any problems with using 127.0.0.1.

Posted: Tue Jun 22, 2004 9:14 pm
by chanus
Can anyone please give me a sample block for the IRCServices and tell me where to put it? And how to configure my IRC Services to connect to it?

Posted: Tue Jun 22, 2004 9:37 pm
by codemastr
If you don't know how to do that, you shouldn't be running Unreal. Read the documentation. If we do it for you, everytime you need to change something, we'll have to do it for you too.

Posted: Tue Jun 22, 2004 11:04 pm
by w00t
http://www.vulnscan.org/UnrealIrcd/unre ... #linkblock

With a bit of thought, that should be able to help you.

Posted: Wed Jun 23, 2004 12:54 am
by chanus
thanks everybody on the help, I have that figured out now. Is there a way to make NickServ force a nick change on join. So it can force Admins to have a symbol next to their name?

Posted: Wed Jun 23, 2004 1:03 am
by w00t
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.

Posted: Wed Jun 23, 2004 3:53 am
by DeadNotBuried
with IRCServices you would have to have raw commands enabled in operserv and use a raw to force a nick change

Posted: Wed Jun 23, 2004 4:48 am
by w00t
which REALLY REALLY isnt advised, since services wont know about the change.

Posted: Wed Jun 23, 2004 1:54 pm
by AngryWolf
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.

Posted: Wed Jun 23, 2004 7:12 pm
by Stealth
3. Using the RAW command of OperServ doesn't help either. The SVSNICK command in UnrealIRCd does nickname checking.
SVSNICK does do nick changing.

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 963086432

Posted: Wed Jun 23, 2004 8:15 pm
by AngryWolf
Sorry, I used wrong words. By "nickname checking" I meant SVSNICK doesn't accept invalid characters in nicknames.

Posted: Thu Jun 24, 2004 12:48 am
by aquanight
w00t wrote:which REALLY REALLY isnt advised, since services wont know about the change.
When unreal gets an SVSNICK for one of it's users, it sends a regular NICK out to everyone. Example:

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).

Posted: Thu Jun 24, 2004 4:45 am
by w00t
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.

Posted: Thu Jun 24, 2004 9:35 am
by AngryWolf
I didn't know that before either, but aquanight is completely right. For example, if services issues an SVSNICK oldnick newnick :1088069041, the server sends a copy of the :oldnick NICK newnick :1088069041 message back to services. However, for a reason, SVS(2)MODE doesn't result in the same.

*yawn*

Posted: Thu Jun 24, 2004 6:28 pm
by Stealth
This has gone way off subject. If u people wanna continue to discuss SVSNICK, this topic isnt the place.