Page 1 of 1
List of modules coming with Unreal IRCD
Posted: Tue Oct 11, 2005 9:16 pm
by cyberbat
At first really big thanks for Unreal IRCD! I use russian edition of it and I think is just the best.
I have such a question: where can I get list with description of modules coming in Unreal IRCD distribution? And their readme...
Posted: Tue Oct 11, 2005 10:03 pm
by Stealth
Posted: Tue Oct 11, 2005 10:22 pm
by Syzop
(I'm taking the question literally)
If you are asking about the modules shipped with unreal, well.. actually this has been (very) recently been answered, but ah well...
Basically the only modules shipped with Unreal you should care about are commands(.so|.dll) and cloak(.so|.dll), which most likely both are loaded. You can also not load commands but instead load all individual m_*.so/m_*.dll files (or only some of them), that way you can decide not to load certain commands.
There's also guest.so/guest.dll, which I forgot what it was (don't know if it even works). And some test things, but those are only for developers.
Posted: Wed Oct 12, 2005 6:52 am
by cyberbat
Syzop wrote:
There's also guest.so/guest.dll, which I forgot what it was (don't know if it even works). And some test things, but those are only for developers.
And what about all this?
- m_addline.so
m_addomotd.so
m_admin.so
m_adminchat.so
m_akill.so
m_away.so
m_chatops.so
m_chghost.so
m_chgident.so
m_chgname.so
m_chgswhois.so
m_close.so
m_connect.so
m_cycle.so
m_dccallow.so
m_dccdeny.so
m_eos.so
m_getinfo.so
m_globops.so
m_guest.so
m_help.so
m_htm.so
m_invite.so
m_ison.so
m_kick.so
m_kill.so
m_knock.so
m_lag.so
m_links.so
m_list.so
m_locops.so
m_map.so
m_message.so
m_mkpasswd.so
m_nachat.so
m_netinfo.so
m_nocodes.so
m_oper.so
m_pass.so
m_pingpong.so
m_privdeaf.so
m_protoctl.so
m_quit.so
m_rakill.so
m_rping.so
m_rules.so
m_sajoin.so
m_samode.so
m_sapart.so
m_sdesc.so
m_sendsno.so
m_sendumode.so
m_server.so
m_sethost.so
m_setident.so
m_setname.so
m_silence.so
m_sjoin.so
m_sqline.so
m_squit.so
m_stats.so
m_svsfline.so
m_svsjoin.so
m_svskill.so
m_svsmode.so
m_svsmotd.so
m_svsnick.so
m_svsnline.so
m_svsnoop.so
m_svso.so
m_svspart.so
m_svssilence.so
m_svssno.so
m_svswatch.so
m_swhois.so
m_time.so
m_tkl.so
m_topic.so
m_trace.so
m_tsctl.so
m_umode2.so
m_undccdeny.so
m_unkline.so
m_unsqline.so
m_unzline.so
m_userhost.so
m_vhost.so
m_wallops.so
m_who.so
m_whois.so
m_whowas.so
noctcp.so
noquit.so
oldcloak.so
Posted: Wed Oct 12, 2005 11:43 am
by w00t
Syzop wrote:(I'm taking the question literally)
If you are asking about the modules shipped with unreal, well.. actually this has been (very) recently been answered, but ah well...
Basically the only modules shipped with Unreal you should care about are commands(.so|.dll) and cloak(.so|.dll), which most likely both are loaded. You can also not load commands but instead load all individual m_*.so/m_*.dll files (or only some of them), that way you can decide not to load certain commands.
There's also guest.so/guest.dll, which I forgot what it was (don't know if it even works). And some test things, but those are only for developers.
What he said already answers this. commands.dll/so loads all the standard modules so you don't (have) to have x million loadmodule directives.
Posted: Wed Oct 12, 2005 6:18 pm
by aquanight
cyberbat wrote:m_addline.so
m_addomotd.so
m_admin.so
m_adminchat.so
{more}
With a few exceptions (namely m_privdeaf and m_nocodes), all of the m_*.so files are the individual commands that get included with commands.so. In other words, you can either loadmodule "src/modules/commands.so"; or loadmodule "src/modules/m_*.so"; the latter of which allows you to "disable" commands by simply removing or renaming the corresponding .so .
The last one (oldcloak) is the cloaking algorithm from pre-3.2.2. It should not be used unless you have a pre-3.2.2 server on your network, since its cloaking algorithm is less than secure.
The noctcp, noquit, m_privdeaf and m_nocodes modules are optional, third-party modules.
Oh, and when using - you have to stick a
- in front of each item.[/size]