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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).

This commit is contained in:
Bram Matthys
2015-12-09 18:27:59 +01:00
parent 7d43bf1203
commit 76338b4780
+1 -2
View File
@@ -92,10 +92,9 @@ static char spamfilter_user[NICKLEN + USERLEN + HOSTLEN + REALLEN + 64];
* the exact same decision we would do, and thus we don't send a KILL to cptr?
* This works great with this code, seems to kill the correct person and not
* cause desynchs even without UID/SID. HOWEVER.. who knows what code the other servers run?
* As my co-worker always says: "assumptions are dangerous" ;).
* Should use UID/SID anyway, then this whole problem doesn't exist.
*/
#undef ASSUME_NICK_IN_FLIGHT
#define ASSUME_NICK_IN_FLIGHT
/** Nick collission detected. A winner has been decided upstream. Deal with killing.
* I moved this all to a single routine here rather than having all code duplicated