Tip of the day: If you want to bypass access checks for channels as an IRCOp, use SAMODE or SAJOIN. Or use OperOverride.

Log sources

From UnrealIRCd documentation wiki
Jump to navigation Jump to search

The log { } block in UnrealIRCd 6 allows you to filter on sources.

Every log message has an unique event ID (eg LOCAL_CLIENT_CONNECT), is logged from a subsystem (eg: connect) and has a severity (eg: INFO, FATAL, ..).

Below we list all the subsystems and possible log messages. Note that documenting this is work in progress and has only just begun.

Severities

UnrealIRCd has the following log levels / severities:

  • fatal: a fatal error occured, the system is at risk, eg: may die soon or clients cannot connect
  • error: an error occured
  • warn: a warning about something that could be serious but may not be a real error
  • info: informational message, eg client connecting, etc.
  • debug: a debug message. This may be spammy and is not meant to be read/seen in normal conditions (not logged and only sent to snomask +D). It is only meant to be used when debugging an actual problem.

Subsystems

Subsystem Description
antimixedutf8
antirandom
auth
blacklist
bug
channel
channeldb
charsys
chgcmds
client New user records
close
config Configuration file related messages
connect Client connects and disconnects
connthrottle
dcc
dccallow
dccdeny
dns
flood
geoip_classic
geoip_csv
geoip_maxmind
history
io
join
jumpserver
kick
kill
link
link-security
listen
log
main
md
mkpasswd
mode
module
monitor
nick
oper
operoverride
part
random
reputation
sacmds
samode
sdesc
send
sjoin
socket
svsmode
svsmotd
svsnoop
system
test
tkl
tkldb
tls
traffic
unrealdb
unreal_server_compat
url
vhost
watch
watch-backend
websocket

Event ID

Every log message has an unique event ID.

See List of all log messages for a complete list of every possible log message: its event ID, where it is generated and what (JSON) information it contains exactly.