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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 /src/protocol.cpp
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 'src/protocol.cpp')
-rw-r--r--src/protocol.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/protocol.cpp b/src/protocol.cpp
index 3afe44bd6..2188e86ba 100644
--- a/src/protocol.cpp
+++ b/src/protocol.cpp
@@ -176,6 +176,14 @@ void IRCDProto::SendQuit(BotInfo *bi, const char *fmt, ...)
SendQuitInternal(bi, buf);
}
+void IRCDProto::SendPing(const char *servname, const char *who)
+{
+ if (!servname)
+ send_cmd(ircd->ts6 ? TS6SID : Config.ServerName, "PING %s", who);
+ else
+ send_cmd(ircd->ts6 ? TS6SID : Config.ServerName, "PING %s %s", servname, who);
+}
+
/**
* Send a PONG reply to a received PING.
* servname should be left NULL to send a one param reply.