Chanserv being invisable

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JeffBeagley
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Chanserv being invisable

Post by JeffBeagley »

When I register a channel or someone else, It will work and all but Chanserv is invisable. How I fix this? I appriciate the feedback!
Dukat
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Post by Dukat »

What do you mean by "invisible"? :?:
JeffBeagley
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Post by JeffBeagley »

Like on most servers Chanserv will be in the channel, like on the user list. But on mine atm Chanserv is there it just doesnt show up in the user list. That make sence?
Solutech
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Post by Solutech »

Most services let you set Chanserv behaviour so it is either in channel or not . My philosophy is if you cant see it then the idiots are unlikely to fiddle with it. If its working do you really need chanserv in channel ?
aquanight
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Post by aquanight »

Solutech wrote:Most services let you set Chanserv behaviour...
Last I checked, Epona/Anope/IRCServices/Cygnus/Auspice do not allow this. Epona/Anope/Auspice have BotServ which allow you to have "channel bots" to do ChanServ tasks (topics, modechanges, etc.).

Generally, Unreal doesn't require ChanServ to be in the channel as long as your services server is propertly U:Lined.
codemastr
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Post by codemastr »

Like on most servers Chanserv will be in the channel, like on the user list
Most servers? I think maybe I've seen 1 server that did that.
-- codemastr
aquanight
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Post by aquanight »

I can't think how anyone has seen any "servers" that do that, especially since services aren't actually servers. ;)
w00t
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Post by w00t »

Actually, services ARE. But the pseudoclients (chanserv, nickserv, etc) are NOT.

ircservices dont have an option, but I am currently working on a botserv for them (Will announce on ircservices mailing list when I think it's ready- See also http://www.servicescommunity.za.net forums

Auspice, Anope/Epona do indeed have a botserv, Cygnus doesnt have much at all...

From memory, I havent actually seen any services that allow you to put Chanserv on a channel, and I dont actually know why you would want to, since it wouldnt actually do anything.

Just my $0.02.
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aquanight
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Post by aquanight »

w00t wrote:Actually, services ARE.
In the strictest since, services are not servers in that they do not listen for incoming connections, although the appear to be an IRC server.
w00t
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Post by w00t »

Hence why they are more commonly called "services servers" rather than just a "server"

But this is going off topic--

So, to get chanserv into a channel, either do some reasearch on your service commands and see if they support it, or change services ;)

Hope it all goes well.
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codemastr
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Post by codemastr »

Well by servers I meant networks, as in DALnet, et al do not allow you to do it.
-- codemastr
w00t
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Post by w00t »

Aaaah. Yes.

GameSurge etc however...

Hmmmm, well I wonder if the idea of distributed services is feasible. I suppose it would be, provided you had a centralised DB. It would create race conditions, etc though :?
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upinsmoke
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Post by upinsmoke »

for auspice services /msg chanserv set #channel join on/off brings chanserv into the channel

also if you want chanserv to auto join a channel after it is registred use /msg agent set defjoin on
w00t
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Post by w00t »

Well, you COULD use operserv/raw to do it... :P

But, as is plastered everywhere, it isnt really a good idea.
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aquanight
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Post by aquanight »

Unreal does not require ChanServ, or any service bot for that matter (though having NickServ/MemoServ/OperServ/BotServ[/RootServ] sit in the channel could be funny :P ) to be in the channel to be useful. The big honkin' S in their usermodes give them all the privileges they need - no joining, umode/chmode +o, or anything else required, and if the services were stupid enough to forget +S, they can send commands through the services "server" (under the servername, i.e. :services.* SVSNICK Target NewNick 1234567890).

Another example of this:
Cygnus IRC Services says Global always has to be +o to use PRIVMSG $*.blah, but this is not true if +S is given. In fact, if +S is present, the requirement for $server of having at least one period with no wildcards after the last period is not applied, meaning Global can send to $* without complaint from the IRCd, and it doesn't need +o.

On the same token, NickServ doesn't need +o to send SVSNICK or SVS[2]MODE, and OperServ doesn't need +o to send KILL or [R]AKILL/GLINE/TKL G (well, I don't know much on that. I think I have had issues TKL'ing from telnet connecting as "services", but I'd have to see if I can reproduce that.)

So yeah. If a user has +S and is connected to a globally recognized U:Lined server, then it is enough to do anything and everything that user wants to do to the network, nothing else required.

Stuff for +S also applies to those that use AngryWolf's m_uline.c module to make themselves U:Lined.
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