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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
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@@ -176,6 +176,14 @@ void IRCDProto::SendQuit(BotInfo *bi, const char *fmt, ...)
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SendQuitInternal(bi, buf);
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}
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void IRCDProto::SendPing(const char *servname, const char *who)
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{
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if (!servname)
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send_cmd(ircd->ts6 ? TS6SID : Config.ServerName, "PING %s", who);
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else
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send_cmd(ircd->ts6 ? TS6SID : Config.ServerName, "PING %s %s", servname, who);
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}
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/**
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* Send a PONG reply to a received PING.
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* servname should be left NULL to send a one param reply.
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