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Protection against linking race conditions is back again (IOTW: allow very rapid re-linking), but only if your network is fully 3.4.x (actually: current git unreal34 or later)
Re-implemented PROTOCTL SERVERS= which nenolod ripped out (#4355). Add 2nd argument to PROTOCTL EAUTH=servername,unrealprotocol Change UnrealProtocol from 2350 to 2351
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+11
-5
@@ -145,7 +145,6 @@ typedef struct _cmdoverride Cmdoverride;
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typedef struct SMember Member;
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typedef struct SMembership Membership;
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typedef struct SMembershipL MembershipL;
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typedef struct PendingNet aPendingNet;
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#ifdef NEED_U_INT32_T
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typedef unsigned int u_int32_t; /* XXX Hope this works! */
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@@ -706,6 +705,7 @@ struct Server {
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} flags;
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struct {
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char *chanmodes[4];
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int protocol;
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} features;
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};
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@@ -1719,11 +1719,17 @@ struct _parsemode {
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char buf[512]; /* internal parse buffer */
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};
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typedef struct PendingServer aPendingServer;
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struct PendingServer {
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aPendingServer *prev, *next;
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char sid[IDLEN+1];
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};
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typedef struct PendingNet aPendingNet;
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struct PendingNet {
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aPendingNet *prev, *next; /* Previous and next in list */
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aClient *sptr; /**< Client to which these servers belong */
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int numservers; /**< Amount of servers in list */
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int servers[1]; /** The list of servers (array of integer server numerics) */
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aPendingNet *prev, *next; /* Previous and next in list */
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aClient *sptr; /**< Client to which these servers belong */
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aPendingServer *servers; /**< The list of servers connected to the client */
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};
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void init_throttling_hash();
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