From 6d87e0eb72511b25693789fea6ce2658fd5fad7d Mon Sep 17 00:00:00 2001 From: Adam- Date: Thu, 3 Jun 2010 05:15:44 +0000 Subject: 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 --- include/services.h | 1 + 1 file changed, 1 insertion(+) (limited to 'include') 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; -- cgit