Anope IRC Services

Please login or register.

Login with username, password and session length
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: bug report  (Read 2660 times)

0 Members and 1 Guest are viewing this topic.

DragonRyder

  • Anope User
  • Offline Offline
  • Posts: 64
    • http://www.XeroMem.com
bug report
« on: May 08, 2007, 04:47:40 AM »

channels forbidden using /msg chanserv forbid <channel> <reason> aren't being relayed to /stats r, in a manner similar to that of nicks that are forbidden using /msg nickserv forbid <nick> <reason> are relayed to /stats Q

any help on this is greatly appreciated. :7

[Edited on 5-8-2007 by DragonRyder]
Logged
From the depths of Hell I hear you cry.

Jan Milants

  • Team
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 1372
(No subject)
« Reply #1 on: May 08, 2007, 08:17:00 AM »

That s because when forbidding a nickname, anope uses the ircd's provided method (q-line), but when forbidding a channel, anope handles it on its own. Maybe anope could be made to make use of the ircd's system, but i am not even sure that list can be modified dynamically. As far as i know it s statically defined in the config fle.
Either way, it may be an improvement, but definately not a bug :)
Logged
If you like me donate coins to 1FBmZVT4J8WAUMHKqpWhgNVj3XXnRN1cCk :)

DragonRyder

  • Anope User
  • Offline Offline
  • Posts: 64
    • http://www.XeroMem.com
Q:Line
« Reply #2 on: May 08, 2007, 03:50:12 PM »

this is the response i got from Unreal:


Quote

Unreal 3.2.x does not support Q:Lining channels, and will not.

When you use ChanServ FORBID, all it does is make ChanServ
disallow usage of that channel. Your services also need to
support Q:Lining channels, which services who support
Unreal do not.

The ability to Q:Line channels will be in Unreal 3.3*


thanks for your support and answer to my question.
Logged
From the depths of Hell I hear you cry.

katsklaw

  • Guest
(No subject)
« Reply #3 on: May 11, 2007, 09:27:16 PM »

Quote
Unreal 3.2.x does not support Q:Lining channels, and will not.


This is deceptively correct and incorrect at the same time. the basic idea of Q:Lines is to deny to the use of, in this case channels instead of nicks. It's correct because a Q:Line is for nicks. However, it is false because Unreal does in fact support the denial of channel creation for non-opered users with the use of the deny::channel block

See: http://www.vulnscan.org/UnrealIRCd/unreal32docs.html#denychannelblock for more info.
Logged
Pages: [1]   Go Up