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hmm... open link network?
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OS10
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Joined: 24 Dec 2004
Posts: 6

PostPosted: Jan 17, 2005 2:29am    Post subject: Reply with quote

If it was carefully managed, I think its a great idea. Many people set up thier own servers, and they all want users. Well, if they bring what they have to everyone else who do the same, everyone gets a peice of the big Unreal pie.

Any updates on it?

os
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EviL_SmUrF
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Joined: 23 Feb 2004
Posts: 219

PostPosted: May 01, 2005 7:26pm    Post subject: Reply with quote

nope no updates. i got busy with other things.

ive been thinking about this again though, im thinking i may start it up again and see if i can't get this thing going. i ran into one problem though with being able to take off global kill capabilities. i can't quite remember what the problem was though.

we'll see though. im gonna start working on it tonight Smile i havent really been doing much on IRC for the past couple months.
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pepolez
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Joined: 05 Oct 2004
Posts: 163
Location: IRC

PostPosted: Oct 28, 2005 4:35am    Post subject: Reply with quote

UnrealIRCD documentation wrote:

4.31 - Link Block OPTIONAL (Previously known as C/N/H:Lines)

Syntax:

link <server-name> {
username <usermask>;
hostname <ipmask>;
bind-ip <ip-to-bind-to>;
port <port-to-connect-on>;
password-connect <password-to-connect-with>;
password-receive <password-to-receive> { <auth-type>; };
hub <hub-mask>;
leaf <leaf-mask>;
leafdepth <depth>;
class <class-name>;
ciphers <ssl-ciphers>;
options {
<option>;
<option>;
...
};
};

This is the block you need for linking servers, please take your time to read all this because this one of the hardest things to do and users often make errors ;P

First of all server-name is the name of your remote server, the name the remote server has in his me { } block, like hub.blah.com (not the IP and can be different than hostname).

username
You can specify this if you use ident for authentication, normally you will set this to "*".

hostname
The remote host or IP of the remote server. This is used for both connecting AND for authentication/verification on the incoming side. Some examples:
1.2.3.4 normal IP
hub.blah.com host: only for outgoing, cannot accept _incoming_ connections unless link::options::nohostcheck is present
* cannot connect TO but will allow a server connection (with correct password) from everywhere
::ffff:1.2.3.4 for linking ipv6 to ipv4.

bind-ip (optional)
Can be used to bind to a specific IP (ex: 192.168.0.1) from where we should connect from, almost never used.

port
Port to connect to (at which the remote server is listening).

password-connect
The password used for connecting to the remote server, must be plain-text.

password-receive
The password used for validating incoming links, can be encrypted (valid methods are crypt, md5, sha1, ripemd-160). You can leave the auth-type parameter out to just use plain-text. Often this password is the same as your password-connect.

hub vs leaf
A hub has multiple servers linked to it, a leaf has only one link... to you. A server is either a hub or a leaf, you cannot combine these options.

hub (optional)
The value is a mask of what servers this hub may connect (ex: *.my.net).

leaf (optional)
The value is a mask that this server will act like a leaf towards.

leaf-depth (optional)
If specified then leaf should be specified too. The value specifies the depth (number of hops) this server may have beneath it.

class
The class this server is put into, often a separate server class is used for this.

compression-level (optional)
Specifies the compression level (1-9) for this link. Only used if link::options::zip is set.

ciphers (optional)
Specifies the SSL ciphers to use for this link. To obtain a list of available ciphers, use the `openssl ciphers` command. Ciphers should be specified as a : separated list.

options block
One or more options used for connecting to the server. Sometimes not needed.
ssl if you are connecting to a SSL port.
autoconnect server will try to autoconnect, time specified in your class::connfreq (it's best to enable this only from one side, like leaf->hub)
zip if you want compressed links, needs to be compiled in + set at both ends
nodnscache don't cache IP for outgoing server connection, use this if it's an often changing host (like dyndns.org)
nohostcheck don't validate the remote host (link::hostname), use this if it's an often changing host (like dyndns.org)
quarantine opers on this server will maintain locop status

Example:

link hub.mynet.com {
username *;
hostname 1.2.3.4;
bind-ip *;
port 7029;
hub *;
password-connect "LiNk";
password-receive "LiNk";
class servers;
options {
autoconnect;
ssl;
zip;
};
};

note the 'quarantine' link option, it should prove very useful on a venture such as this
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PingBad
Guru
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Joined: 05 Feb 2005
Posts: 2096
Location: New Zealand

PostPosted: Oct 28, 2005 8:12pm    Post subject: Reply with quote

again, you have revived another dead thread, pepolez.

oh, and btw, Quarantine (afaik) has never worked
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Guest






PostPosted: Oct 29, 2005 12:31am    Post subject: Reply with quote

It does work.
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EviL_SmUrF
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Joined: 23 Feb 2004
Posts: 219

PostPosted: Oct 31, 2005 3:10pm    Post subject: Reply with quote

quarantine does NOT work. i have contacted the unrealircd developers about this many, many times. other people have also confirmed this problem, but unreal devs are not interested in fixing it Sad
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shadow16
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Joined: 02 Sep 2005
Posts: 186
Location: IRC

PostPosted: Nov 01, 2005 9:35am    Post subject: Reply with quote

I used to be linked to an open-link network called t-spre. It was ran by the creater of UnrealIRCd, but was shut down because it was chaos.
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EviL_SmUrF
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Joined: 23 Feb 2004
Posts: 219

PostPosted: Nov 01, 2005 6:46pm    Post subject: Reply with quote

but thats the thing. if you could somehow keep global kills/glines/mode changes from ever occuring, and make EVERYTHING that has to do with oper powers local, i think it would be completely awesome and a lot of fun to be a part of.
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shadow16
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Joined: 02 Sep 2005
Posts: 186
Location: IRC

PostPosted: Nov 01, 2005 6:53pm    Post subject: Reply with quote

yea, thats exactly what t-spre did.
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DanielC
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PostPosted: Nov 02, 2005 12:35pm    Post subject: Reply with quote

EviL_SmUrF wrote:
but thats the thing. if you could somehow keep global kills/glines/mode changes from ever occuring, and make EVERYTHING that has to do with oper powers local, i think it would be completely awesome and a lot of fun to be a part of.

... All you'd have is a big network full of IRC Operators. That's about all that exists anymore to begin with, and it'd be an awesome way of getting a big group of people together in one place to chat. But with all the script kiddies and everything else, setting a round robin with all the servers connected to the network wouldn't be a good idea. Someone could easily attempt to link a botnet and bring tons and DDOS attacks. I could see it working... but then again I could see mass chaos. It all depends on what you make out of it, and if their's a "Hub" server with admins that know what they're doing.
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EviL_SmUrF
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Joined: 23 Feb 2004
Posts: 219

PostPosted: Nov 02, 2005 2:37pm    Post subject: Reply with quote

u have the potential for tons of bots and ddos attacks anywhere regardless of if the network is an open-linking network or not.

i just wish i knew a C coder that could edit unrealircd to make it work. i really would like to give it a shot
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Robert-E-Lee
Idler
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Joined: 22 Nov 2004
Posts: 305
Location: in a room with your mum, teaching her how to do certain things....

PostPosted: Nov 08, 2005 12:50pm    Post subject: Reply with quote

meh, i'm doing a bunch of coding at college just now, i'll see if i can get some of the peeps here to give it a bash. *shrug* i'll let you know if we have any luck.
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EviL_SmUrF
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Joined: 23 Feb 2004
Posts: 219

PostPosted: Nov 08, 2005 1:34pm    Post subject: Reply with quote

awesome, sounds good
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w00t
Eleet
Eleet


Joined: 09 Jun 2004
Posts: 699
Location: Nowra, Australia

PostPosted: Nov 08, 2005 7:11pm    Post subject: Reply with quote

I'll just jump in with my $0.02 and say this, modifying Unreal is only going to cause you problems.

You had an idea of using an external Services application before, why not use that again to strip all permissions (except locops) using SVSO?

It'd work a charm.

And, as far as I'm aware, no, quarantine doesn't work at present. There are other priorities to work on, but it will get done Wink
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OvErRiTe
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Joined: 27 Oct 2005
Posts: 12

PostPosted: Nov 09, 2005 1:35am    Post subject: Reply with quote

Just interject... The mere ability to openly link would open the doors for an unbelievable number of vulnerabilities. Its not only glines, and other global powers you would have to worry about. 10 minutes with something as simple as vb6 could result in total chaos (welcome script kiddies).
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