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Local channel support (try 2)

Posted: Wed Jun 30, 2004 4:47 am
by rouben
OK, I have tried asking this before, but apparently I upset the moderators. :oops: I don't mean to SPAM, but since my question was not answered and I *am* actually using a supported, UNMODIFIED source tree, I figured it couldn't hurt to repost my question since the old topic got locked.

Anyway, here's my question in plain English:

Does the UNMODIFIED (i.e. supported, because I didn't modify the source code in any way or form) Unreal 3.2 source tree support local channels (i.e. channels prefixed with & as defined in RFC1459 and RFC2812)? :?: If so, how is that feature enabled (either at compile time, command-line argument or config file parameter)?

Note that I HAVE NOT modified the source in any way, I untarred the OFFICIAL source tarball that I downloaded from the OFFICIAL UnrealIRCd web site, and recompiled it in its entirety according to the official documentation. Any copies of the source tree that were modified by me previously have been DESTROYED.

Again, I apologize for the prior misunderstanding and hope that this time I made myself more clear.

Posted: Wed Jun 30, 2004 6:05 am
by aquanight
AFAIK, UnrealIRCd doesn't support local channels at all. I believe it did a long time ago (maybe you can (ab)use the CVS's history feature to obtain it?) but it was removed for some reason.

Posted: Wed Jun 30, 2004 2:51 pm
by rouben
Thanks very much! I appreciate the answer.

Posted: Wed Jun 30, 2004 6:48 pm
by Syzop
Correct. Since nearly nobody uses it (I think <0.05% is a good educated guess).. the trouble of supporting it doesn't seem worth it at all.
[yes I do know those the very few cases where it might be useful, but again.. see above]

Posted: Thu Jul 01, 2004 6:01 am
by w00t
Indeed they arent, I remember asking for their addition a while back :)

btw syzop, were they ever?

Posted: Fri Jul 02, 2004 4:56 am
by rouben
I guess people don't use them because they are simply unaware of them.

A good application for local channels would be if, for example, you didn't want the data sent/received to and from channel to be relayed by any other server other than your own, or if you were trying to organize a local IRC operator meeting and you wanted to ensure that they connect to your server.

I am not very familiar with the UnrealIRCd source tree (just starting to dig in :P), but I wonder if implementing it as a module would be a possibility... :?:

Posted: Fri Jul 02, 2004 3:33 pm
by Syzop
I think we can close this thread..

Readding this properly would take over a week (for EVERY channel thingy you would have to make it not to send out to other servers [join, part, mode, kick, invite, ..], not to mention that there are like xx places in the source that recognize channels by '#'.. so this really isn't worth it at all).

We've lived without this for years, and I don't see the demand growing or something. It's a bit like restricted users, that's also something ancient, has various problems, and is rarely used.