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For nick collision #define ASSUME_NICK_IN_FLIGHT. This (only) does a little better, the real fix is to run a 100% UnrealIRCd 4 network. Reported by Eman (#4472).
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@@ -92,10 +92,9 @@ static char spamfilter_user[NICKLEN + USERLEN + HOSTLEN + REALLEN + 64];
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* the exact same decision we would do, and thus we don't send a KILL to cptr?
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* This works great with this code, seems to kill the correct person and not
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* cause desynchs even without UID/SID. HOWEVER.. who knows what code the other servers run?
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* As my co-worker always says: "assumptions are dangerous" ;).
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* Should use UID/SID anyway, then this whole problem doesn't exist.
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*/
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#undef ASSUME_NICK_IN_FLIGHT
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#define ASSUME_NICK_IN_FLIGHT
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/** Nick collission detected. A winner has been decided upstream. Deal with killing.
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* I moved this all to a single routine here rather than having all code duplicated
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