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Use pongs to determine when servers are done syncing in Unreal, fixes a problem with Unreals endburst system where we have clients introduced to us from a "synced" server when they really arent

git-svn-id: http://anope.svn.sourceforge.net/svnroot/anope/trunk@2995 5417fbe8-f217-4b02-8779-1006273d7864
This commit is contained in:
Adam-
2010-06-03 05:15:44 +00:00
parent 1c89004245
commit 6d87e0eb72
3 changed files with 29 additions and 16 deletions
+8
View File
@@ -176,6 +176,14 @@ void IRCDProto::SendQuit(BotInfo *bi, const char *fmt, ...)
SendQuitInternal(bi, buf);
}
void IRCDProto::SendPing(const char *servname, const char *who)
{
if (!servname)
send_cmd(ircd->ts6 ? TS6SID : Config.ServerName, "PING %s", who);
else
send_cmd(ircd->ts6 ? TS6SID : Config.ServerName, "PING %s %s", servname, who);
}
/**
* Send a PONG reply to a received PING.
* servname should be left NULL to send a one param reply.