# websocket\_restrict Some people may wanna impose some restrictions on websocket-connected users, one of deez ~~nuts~~ things could be limiting the ports they can use. Read more about Unreal's websocket support [right here](https://www.unrealircd.org/docs/WebSocket_support). Since websocket support for non-SSL ports works right out of the box, you're going to need a new listen block for non-SSL connections from websocket users. I used port `8080` for the keks but you can really use as many as you want. __Config block:__ listen { ip *; port 8080; options { clientsonly; websocket { // One of these must be specified, depending on your client //type text; //type binary; }; }; }; websocket_restrict { port 8080; //port 8443; // If you have an SSL listen block too zlinetime 60; channels { "#chan1"; // Don't forget the "" to make sure Unreal doesn't interpret it as a comment ;] "#moar"; }; }; Now, if any __websocket users__ connect to a port that __isn't__ `8080` their IP will get `GZ-Lined` for the amount of seconds specified with `zlinetime` (defaults to 60). The other way around is true as well; regular clients connecting to a websocket port will be awarded the same `GZ-Line`. I originally had to do that for websocket users cuz they aren't fully online yet, so the special frames wouldn't be formed and sent. This resulted in the client sending the `GET /` command about 5 times and that resulted in 5 snotices too. =] I did the same for regular clients to remain consistent. The `channels` list is optional; if omitted there will be no channel restrictions, otherwise they can only join the specified ones. They also only apply to websocket users, so regular clients can join their channels too.