UnrealIRCd 4.0.0 released
Status: Beta
Brought to you by:
wildchild
From: Bram M. <sy...@vu...> - 2015-12-24 18:32:40
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UnrealIRCd 4 is here! We have been working hard over the past few years to replace the successful but aging 3.2.x series with a more modern code base. At the same time we have implemented suggestions from our bug tracker, ideas from ourselves and many good suggestions that came up during the UnrealIRCd survey in Q4 2013. After 4 alpha versions, 4 betas and 6 release candidates we are proud to finally present you the first stable release of UnrealIRCd 4. Thanks to everyone who has supported us in our efforts in whatever way: through donations <https://www.unrealircd.org/index/donations>, bug reports <https://bugs.unrealircd.org/>, testing releases, translating docs, providing support, telling others about IRC (and UnrealIRCd in particular), or simply by running UnrealIRCd. *What's new in UnrealIRCd 4 *A short overview of the most important changes:* * * <https://www.unrealircd.org/docs/Modules>You decide what to load <https://www.unrealircd.org/docs/Modules>. We have moved as much functionality as possible to 150+ individually loadable modules (commands <https://www.unrealircd.org/docs/User_%26_Oper_commands>, user modes <https://www.unrealircd.org/docs/User_modes>, channel modes <https://www.unrealircd.org/docs/Channel_modes>, extbans <https://www.unrealircd.org/docs/Extended_bans>, snomasks, ..). You decide which features your UnrealIRCd should have. * Fine-grained IRCOp privileges <https://www.unrealircd.org/docs/Operclass_block>. The way IRCOp privileges are granted has been redone entirely. This allows you to configure oper privileges on a very detailed level. You don't want OperOverride? You don't want opers to see secret channels? Or you want an oper with a very minimal set of privileges? This is all possible. * Wiki <https://www.unrealircd.org/docs/UnrealIRCd_4_documentation>. All documentation has been moved to a wiki <https://www.unrealircd.org/docs/>. It's even better than before and more accessible to people who are new to IRCd's. The wiki also allows easy translation <https://www.unrealircd.org/docs/Translating_UnrealIRCd_wiki_pages> by community members. * New directory structure <https://www.unrealircd.org/docs/UnrealIRCd_files_and_directories>. On *NIX the IRCd is now always installed to a different directory than where you compile from (~/unrealircd by default). No more mess. On both *NIX and Windows configuration files go in conf/, modules go in modules/, etc.. Configuration files can be identical on Windows and *NIX. This new directory structure also allows easier packaging. * New I/O system using kqueue & epoll. The IRCd can now handle thousands of users more easily. * Improved SSL/TLS support. SSL has always been a major feature in UnrealIRCd but has been enhanced. UnrealIRCd is now always built with SSL support (both on *NIX and Windows). SSL client certificate fingerprints are visible in /WHOIS, a new certfp extban <https://www.unrealircd.org/docs/Extended_bans> (~S:certificatefingerprint), better defaults including 4096 bit keys and Perfect forward secrecy <https://en.wikipedia.org/wiki/Forward_secrecy>, etc. * DNS Blacklist support <https://www.unrealircd.org/docs/Blacklist_block> (DNSBL/RBL). Great for combating drones and other abusers. * Better and more helpful error messages. Especially regarding the configuration file. * More modern server-to-server protocol. <https://www.unrealircd.org/docs/Server_protocol:Changes> Such as using UID/SID's. Resulting in less desynch. issues. * Lowering the bar for Spamfilter <https://www.unrealircd.org/docs/Spamfilter#Block_simple_spam>. You can now choose between 'regex' and 'simple' matching. Simple matching allows using the usual '?' and '*' wildcards that everyone knows about. The regex engine has been moved from TRE to PCRE (=about twice as fast). * Configuration is more logical <https://www.unrealircd.org/docs/Upgrading_from_3.2.x>. Around 30% of the configuration blocks have been restructured. Don't worry, we include an UnrealIRCd 3.2.x to 4.x configuration file converter. * Easier 3rd party module management. On *NIX you now just put your 3rd party modules in /src/modules/third/ and then each time you run 'make' they will be compiled if needed. * Easier upgrading. On *NIX, when upgrading to a new version, ./Config will ask you to import settings from a previous installation, remembering your installation directory and other settings. It will also copy the 3rd party modules from the old to the new installation and re-compile them. * More secure. Even better secure defaults, more warnings about insecure behavior, .. * *IPv6 now also on Windows* <https://www.unrealircd.org/docs/Ipv6>. For developers: * Easier source navigation. Because we moved almost everything to modules, it's now much easier to see all the code for a particular feature. * Cleaner code. There have been a lot of source code cleanups. Code has been restructured or rewritten. Old irrelevant code has been deleted. * Development documentation can be found on the wiki <https://www.unrealircd.org/docs/Main_Page>. We explain how to write a module in C and list all the details on the various Module API's such as how to write commands, channel modes, plug-in by using Hooks, etc... *Upgrading from 3.2.x**to UnrealIRCd 4* If you are upgrading from 3.2.x to 4.x then there are three important things to know: *1) New file locations* In UnrealIRCd 4 the location of the configuration files and other files have been changed. On *NIX the directory where you compile the IRCd from (previously 'Unreal3.2.X', now 'unrealircd-4.0.0') is no longer the same as the directory where the IRCd will be running from. By default the IRCd is installed to //home/yourusername/unrealircd/ on *NIX. On Windows UnrealIRCd will install to /C:\Program Files (x86\UnrealIRCd 4/. The new directory structure is as follows (both on Windows and *NIX): conf/ contains all configuration files logs/ for log files modules/ all modules (.so files on *NIX, .dll files on Windows) *2) Configuration file changes *There have also been changes in various configuration blocks and settings. Don't worry, UnrealIRCd can convert your existing 3.2.x configuration files to UnrealIRCd 4 format. There's no need to start from scratch. Please read https://www.unrealircd.org/docs/Upgrading_from_3.2.x for more information on the config file conversion. *3) Third party modules* If you are using 3rd party modules (modules not developed by the UnrealIRCd team) then they will need an update to run on UnrealIRCd 4. Contact your developer for a new version or ask on our Modules forum <https://forums.unrealircd.org/viewforum.php?f=52> where someone may be kind enough to convert the module for you if you ask nicely. Due to the many core changes in UnrealIRCd 4 it was simply impossible to make 3.2.x modules work out-of-the-box on 4.x as well. *Running a mixed 3.2.x / 4.x network* You can run a mixed 3.2.x <-> 4.x network if you a follow a few simple rules <https://www.unrealircd.org/docs/Running_a_mixed_UnrealIRCd_3.2_and_UnrealIRCd_4_network>. *End of the 3.2.x series* With the release of UnrealIRCd 4.0.0 we are deprecating the previous series. All support for the 3.2.x series will stop after December 31, 2016 (=12 months from now). See https://www.unrealircd.org/docs/UnrealIRCd_3.2.x_deprecated *Full summary of changes* We did our best to "summarize" the 1100+ changesets in about 120 bullet points but it's still a long read. The changes are split in the sections: NEW, CHANGED, REMOVED and MODULE CODERS / DEVELOPERS. ==[ NEW ]== * We moved a lot of functionality, including most channel modes, user modes and all extended bans into 138 separate modules. This makes it... A) possible to fully customize what exact functionality you want to load. You could even strip down UnrealIRCd to get something close to the basic RFC1459 features from the 1990s. (No idea why you would want that, but it's possible) B) easier for coders to see all source code related to a specific feature C) possible to fix bugs and just reload rather than restart the IRCd. Have a look at modules.default.conf which contains the "default" set of modules that you can load if you just want to load all functionality. If you want to customize the list of modules to load then simply make a copy of that file, give it a different name, and include that one instead. Since the file is fully documented, you can just comment out or delete the loadmodule lines of things you don't want to load. * Oper permissions have changed completely: [A4+] * All previous oper levels/ranks no longer exist (Netadmin, Admin, ..) * oper::flags has been removed. Instead you must specify an operclass in oper::operclass (for example, 'operclass netadmin'). * In operclass block(s) you define the privileges. You can now control exactly what an IRCOp can and cannot do. Have a look at operclass.default.conf which ships with UnrealIRCd, it contains a number of default operclass blocks suitable for the most common situations. See also the operclass block documentation: https://www.unrealircd.org/docs/Operclass_block * If you ask UnrealIRCd to convert your 3.2.x configuration file then it will try to select a suitable operclass for the oper. This will not always 100% match your current oper block rights, though. * Channel Mode +A (Admin Only) has been removed. You can use the new extended ban ~O:<operclass>. This allows you to, for example, create an operclass 'netadmin' only channel: /MODE #chan +iI ~O:netadmin* * set::hosts has been removed, use oper::vhost instead. * Since oper levels have been removed you no longer see things like "OperX is a Network Administrator" in /WHOIS by default. If you want that, then you can set oper::swhois to "is a Network Administrator" (or any other text). * Entirely rewritten I/O and event loop. This allows the IRCd to scale more easily to tens of thousands of clients by using kernel-evented I/O mechanisms such as epoll and kqueue. * Memory pooling has been added to improve memory allocation efficiency and performance. * On-connect DNSBL/RBL checking via the new blacklist block. [B1] * The Windows version now has IPv6 support too. [B3] * On all OS's we compile with IPv6 support enabled. You can still disable IPv6 at runtime by setting set::options::disable-ipv6. [B3] * The local nickname length can be modified without recompiling the IRCd * Channel Mode +d: This will hide joins/parts for users who don't say anything in a channel. Whenever a user speaks for the first time they will appear to join. Chanops will still see everyone joining normally as if there was no +d set. * If you connect with SSL/TLS with a client certificate then your SSL Fingerprint (SHA256 hash) can be seen by yourself and others through /WHOIS. The fingerprint is also shared with all servers on the network. * ExtBan ~S:<certificate fingerprint> for ban exceptions / invex. This can be used like +iI ~S:000000000etc. * bcrypt has been added as a password hashing algorithm and is now the preferred algorithm [A3] * './unreal mkpasswd' will now prompt you for the password to hash [A3] * Protection against SSL renegotiation attacks [A3] * When you link two servers the current timestamp is exchanged. If the time differs more than 60 seconds then servers won't link and it will show a message that you should fix your clock(s). This requires version alpha3 (or later) on both ends of the link [A3] * Configuration file converter that will upgrade your 3.2.x conf to 4.x. On *NIX run './unreal upgrade-conf'. On Windows simply try to boot and after the config errors screen UnrealIRCd offers the conversion. [A3] * The IRCd can now better handle unknown channel modes which expect a parameter. This can be useful in a scenario where you are slowly upgrading all your servers. * If you want to unset a vhost but keep cloaked then use /MODE yournick -t * A "crash reporter" was added. When UnrealIRCd is started it will check if a previous UnrealIRCd instance crashed and (after booting a new instance) it will spit out a report and ask if you want to submit it to the UnrealIRCd developers. Doing so will help us a lot as many bugs are often not reported. Note that UnrealIRCd will always ask before sending any information and never do so automatically. [B3] * SSL: Support for ECDHE has been added to provide "forward secrecy". [B4] ==[ CHANGED ]== * Numerics have been removed. Instead we now use SIDs (Server ID's) and UIDs (User ID's). SIDs work very similar to server numerics and UIDs help us to fix a number of lag-related race conditions / bugs. * The module commands.so / commands.dll has been removed. All commands (those that are modular) are now in their own module. * Self-signed certificates are now generated using 4096 bits, a SHA256 hash and validity of 10 years. [A2] * Building with SSL (OpenSSL) is now mandatory [A2] * The link { } block has been restructured, see https://www.unrealircd.org/docs/Upgrading_from_3.2.x#Link_block [A3] * Better yet, check out our secure server linking tutorial: https://www.unrealircd.org/docs/Tutorial:_Linking_servers * If you have no set::throttle block you now get a default of 3:60 [A3] * password entries in the conf no longer require specifying an auth-type like password "..." { md5; };. UnrealIRCd will now auto-detect. [A3] * You will now see a warning when you link to a non-SSL server. [A3] * Previously we used POSIX Regular expressions in spamfilters and at some other places. We have now moved to PCRE Regular expressions. They look very similar, but PCRE is a lot faster. For backwards-compatibility we still compile with both regex engines. [A3] * Spamfilter command syntax has been changed, it now has an extra option to indicate the matching method: /SPAMFILTER [add|del|remove|+|-] [method] [type] .... Where 'method' can be one of: * -regex: this is the new fast PCRE2 regex engine * -simple: supports just strings and ? and * wildcards (super fast) * -posix: the old regex engine for compatibility with 3.2.x. [A3] * If you have both 3.2.x and 4.x servers on your network then the 4.x server will only send spamfilters of type 'posix' to the 3.2.x servers because 3.2.x servers don't support the other two types. So in a mixed network you probably want to keep using 'posix' for a while until all your servers are running UnrealIRCd 4. [A3] * set::oper-only-stats now defaults to "*" * oper::from::userhost and vhost::from::userhost are now called oper::mask and vhost::mask. The usermask@ part is now optional and it supports two syntaxes. For one entry you can use: mask 1.2.3.*; For multiple entries the syntax is: mask { 192.168.*; 10.*; }; * Because having both allow::ip and allow::hostname in the same allow block was highly confusing (it was an OR-match) you must now choose between either allow::ip OR allow::hostname. [A3] * cgiirc block is renamed to webirc and the syntax has changed [A4] * set::pingpong-warning is removed, warning always off now [A4] * More helpful configuration file parse error messages [A4] * You can use '/OPER username' without password if you use SSL certificate (fingerprint) authentication. The same is true for '/VHOST username'. [A4] * You must now always use 'make install' on *NIX [A4] * Changed (default) directory structure entirely, see the section titled 'CONFIGURATION CHANGES' about 100 lines up. [A4] * badword quit { } is removed, we use badword channel for it. [A4] * badwords.*.conf is now just one badwords.conf * To load all default modules you now include modules.default.conf. This file was called modules.conf in earlier alpha's. The file has been split up in sections and a lot of comments have been added to aid the user in deciding whether to load or not to load each module. [A4] * Snomask +s is now (always) IRCOp-only. [A4] * Previously there was little logic behind what modes halfops could set. Now the idea is as follows: halfops should be able to help out in case of a flood but not be able to change any 'policy decission modes' such as +G, +S, +c, +s. Due to this change halfops can now set modes +beiklmntIMKNCR (was: +beikmntI). [A4] * If no link::hub or link::leaf is specified then assume hub "*". [B1] * SWHOIS (Special whois title) has been extended in a number of ways: * We now "track" who or what set an swhois. This allows us to remove the swhois received via oper/vhost on de-oper/de-vhost. * You can now have multiple swhois lines * Multiple oper::swhois and vhost::swhois items are supported. [B1] * When trying to link two servers without link::outgoing::options::ssl (which is not recommended) we try to use STARTTLS in order to 'upgrade' the connection to use SSL/TLS anyway. This can be disabled via link::outgoing::options::insecure. [B2] * SSLv3 has now been disabled for security. This also means you can only link UnrealIRCd 4 with 3.2.10.3 and later because earlier versions used SSLv3 instead of TLS due to an OpenSSL API mistake. [B4] ==[ REMOVED / DROPPED ]== * Numeric server IDs, see above. [A1] * PROTOCTL TOKEN and SJB64 are no longer implemented. [A1] * Ziplinks have been removed. [A1] * WebTV support. [A3] * Channel Mode +j was removed and replaced by the configuration setting set::anti-flood::join-flood (default: 3 per 90 seconds). [B1] * /CHATOPS: use /GLOBOPS instead which does the same /ADCHAT & /NACHAT: gone as we don't have such oper levels anymore Your opers should actually be in an #opers channel. If you also want special classes of oper channels like #admins then use +iI ~O:*admin* * User modes: * +N (Network Administrator): see 'Oper permissions' under NEW as for why * +a (Services Administrator): same * +A (Server Administrator: same * +C (Co Administrator): same * +O (Local IRC Operator): same * +h (HelpOp): all this did was add a line "is available for help" in WHOIS. You can use a vhost block with vhost::swhois as a replacement or for opers just add an oper::swhois item. * +g (failops): we already have snomasks and the +o usermode for this * +v (receive infected DCC SEND rejection notices): moved to snomask +D ==[ MODULE CODERS / DEVELOPERS ]== * A lot of technical documentation for module coders has been added at https://www.unrealircd.org/docs/ describing things like how to write a module from scratch, the User & Channel Mode System, Commands, Command Overrides, Hooks, attaching custom-data to users/channels, and more. [A2+] * For commands: do not read from parv[0] anymore, doing so will lead to a crash. Use sptr->name instead. This change is necessary as the "name" in parv[0] could possibly point to a UID/SID rather than a nick name. Thus, if you would send parv[0] to a non-UID or non-SID capable server this would lead to serious issues (not found errors). * Added MOD_OPT_PERM_RELOADABLE which permits reloading (eg: upgrades) but disallows unloading of a module [A3] * There have been *a lot* of source code cleanups (ALL) * We now use the information from PROTOCTL CHANMODES= for parameter skipping if the channel mode is unknown. Also, when channel modes are loaded or unloaded we re-broadcast PROTOCTL CHANMODES=. [B1] * The server protocol docs have been removed. The protocol is now documented at https://www.unrealircd.org/docs/Server_protocol See also https://www.unrealircd.org/docs/Server_protocol:Changes for a list of changes between the 3.2 and 4.0 server protocol. * GCC typechecking has been added to make sure your HookAdd... calls are adding hook functions with the correct parameter (types). *Download* As always, you can download UnrealIRCd from https://www.unrealircd.org/ All releases are signed with our PGP key (short key id 0x108FF4A9 and long id 0xA7A21B0A108FF4A9) Please report all bugs and feature suggestions at https://bugs.unrealircd.org/ -- Bram Matthys Software developer/IT con...@vu... Website:www.vulnscan.org PGP key:www.vulnscan.org/pubkey.asc PGP fp: EBCA 8977 FCA6 0AB0 6EDB 04A7 6E67 6D45 7FE1 99A6 |