View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001092 | unreal | ircd | public | 2003-07-01 23:03 | 2003-07-18 01:33 |
| Reporter | gauntlet | Assigned To | |||
| Priority | normal | Severity | trivial | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Product Version | 3.2-beta17 | ||||
| Summary | 0001092: Remove QLINES | ||||
| Description | Is there any way to mass clear out qlines that came from ulined services during a link and after the link remained, we have over 6000 qlined nicks that just will not GO AWAY, is there any way to clear it. | ||||
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and this really is beta17? Coz there have been several sqline things fixed in beta16 and up. I ask this, since I saw today (dunnow if that's you or just coincidence): [16:35:20] <WiN-RaT2> Recently we've been using SQLINE a lot, for banning nicks of drones etc. /os sqline add works fine, and sends a Q-line to the server (Unreal3.2-beta15), which is visible with /stats q.... [16:35:20] <WiN-RaT2> >>>if we later do /os sqline del, on a mask that was permenant, as we decide we dont need the ban any more, the Q-line isnt removed from unreal's list, and still exists. Rehashing doesnt remove it. Im assuming restart will, but this is too drastic an action to take to remove what is supposed to be a removable Q-line. We are unsure wether it is ircservices 5.0 at fault and not sending the right commands to remove the Q-line, or w |
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Yes this is beta 17, and i still have many qlines to remove, they were not added by services, when we linked up to another network, they were copied on, but then they didnt disappear after the link, we now have so much residual stuff just there, is there any way to remove it, or would just recompiling the server be the best thing, and get a fresh start. Please advise |
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yes a restart will remove them (they are stored in memory). |