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Error when joining server
Posted: Fri Apr 01, 2005 5:23 pm
by fluid
*** If you are having problems connecting due to ping timeouts, please type /quote pong 2674173A or /raw pong 2674173A now.
[19:20] Closing Link: NICKhere[blah.blah.com] (Password mismatch)
How can i get rid of this server message?
It seems some of my users are seeing this when they join the server.
grazie-
Posted: Fri Apr 01, 2005 5:25 pm
by Stealth
Windows or *nix?
Posted: Fri Apr 01, 2005 5:27 pm
by fluid
Windows 2kServer unreal/ssl - we use No services.
we are linked up to another server via ssl for few weeks now with no probs.
we notice BOTH servers are sending out this onjoin message, to some when they join our servers.
just to let you know... We do use a password for our users to use to connect to our servers.
Posted: Fri Apr 01, 2005 5:33 pm
by Stealth
The only way you can get rid of it is to recompile it.
It prevents spoofed connections which Windows is more vulnerablt to.
Maybe this should be a FAQ question... *pokes Syzop*
Posted: Fri Apr 01, 2005 8:09 pm
by Syzop
Maybe this should be a FAQ question... *pokes Syzop*
That it's important? Yeah perhaps
Actually I'm wondering if we couldn't add an option to remove the NOTICE (so not the ping/pong sequence but this notice), it seems outdated to me.. every decent client knows it, the only exceptions are self-written bots by idiots who don't understand the IRC protocol (see various msgs here and in 'offtopic').
Perhaps codemastr can share his opinion on this.
Posted: Sat Apr 02, 2005 1:17 am
by codemastr
Yeah, and to be quite honest, even clients that don't know this should still work. When you receive a PING, you respond with a PONG, so it should work fine even for clients that don't understand nospoof at all.
Posted: Sat Apr 02, 2005 4:56 am
by fluid
OK, found out what this means.
[19:20] Closing Link: NICKhere[blah.blah.com] (Password mismatch)
It means the USER did not add the password while trying to connect to the password protected IRCd Server, or the USER didnt have the correct password while connecting to the server.
[ex: /server your.ircd.com:+yourport# thepassword]
AS for the ping message, i still dont know.. ...
I have my mirc client set to HIDE ping/pong events, but I still saw it.
Only 1 time though.
Just a FYI.
THanks-
Posted: Sat Apr 02, 2005 7:39 am
by aquanight
I think the notice thing is something Unreal sends in the case of clients that refuse to pong back with what it was pinged. (EG Unreal sends PING :11BBCAFD and client returns PONG :server.name which breaks nospoff.)
Probably bugs.* material, but, codemastr/Syzop: you think maybe just not send the notice but then if you get a PONG :server like that then send the notice, or...?
Posted: Sun Apr 03, 2005 5:07 am
by w00t
WHAT FREAKING BOT/CLIENT DOESNT JUST SEND BACK WHAT IT GETS SENT... Dear god...!
Posted: Sun Apr 03, 2005 5:30 am
by aquanight
Older clients? I think I read somewhere in the unreal source that there was a client that did have a problem.
Something called Homer... Never heard of it myself, but m_nospoof (called directly from m_pong when getting the nospoof PONG) has this blob of stuff that gets run when a user returns a PONG code that doesn't match the nospoof code.
[quote="src/modules/m_pingpong.c"] /* Homer compatibility */
sendto_one(cptr, ":%X!nospoof@%s PRIVMSG %s :\1VERSION\1",
cptr->nospoof, me.name, cptr->name);[/code]