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authorAdam- <Adam-@5417fbe8-f217-4b02-8779-1006273d7864>2010-06-03 05:15:44 +0000
committerAdam- <Adam-@5417fbe8-f217-4b02-8779-1006273d7864>2010-06-03 05:15:44 +0000
commit6d87e0eb72511b25693789fea6ce2658fd5fad7d (patch)
tree1c95d4661554143e1b76d8ae5ad554cb4c56b64d /include
parent1c89004245d014d2fb961ca6c850e7df72af7993 (diff)
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
Diffstat (limited to 'include')
-rw-r--r--include/services.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/include/services.h b/include/services.h
index b831243aa..3544350fc 100644
--- a/include/services.h
+++ b/include/services.h
@@ -1036,6 +1036,7 @@ class CoreExport IRCDProto
*/
virtual void SendQuit(const char *nick, const char *) MARK_DEPRECATED;
virtual void SendQuit(BotInfo *bi, const char *fmt, ...);
+ virtual void SendPing(const char *servname, const char *who);
virtual void SendPong(const char *servname, const char *who);
virtual void SendJoin(BotInfo *bi, const char *, time_t) = 0;
virtual void SendSQLineDel(const std::string &) = 0;