View Issue Details

IDProjectCategoryView StatusLast Update
0002668unrealircdpublic2005-12-10 17:09
ReporterJasonTik Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
Status closedResolutionno change required 
Product Version3.2.4 
Summary0002668: *:Line mass removal
DescriptionMany people have come into #unreal-support asking how to do this, and I have refered them to angrywolf's m_rmtkl. It would be nice if something like this was integrated into unreal.
3rd party modules

Activities

aquanight

2005-10-31 00:39

reporter   ~0010619

0002312

*schools jason in the art of SEARCH*

JasonTik

2005-11-04 18:09

reporter   ~0010639

Last edited: 2005-11-04 18:10

0002563

*schools aquanight in the art of SEARCH*

pepolez

2005-11-19 21:05

reporter   ~0010776

Last edited: 2005-11-19 21:05

you know, jason has a point. it'd nice if it was integrated into the main release :)

(it'd save us work finding and downloading it later too :P)

pinstrate

2005-11-20 02:27

reporter   ~0010780

but also, for some people it would add additional useless code into the core

aquanight

2005-11-20 19:58

reporter   ~0010783

Pointless?! Tell me you've never had this:

-> server.name STATS G
<- :server.name ERROR :Closing link you[ip.here] (Max SendQ)

w00t

2005-11-20 21:40

reporter   ~0010788

I'm not so for this, it's available as a module -- let them go find it. Might be nice to have an FAQ item or whatever.

[as in- if rmtkl gets distributed in the core, what's to stop the x-million other modules going in there too? :p]

pinstrate

2005-11-21 08:26

reporter   ~0010790

btw:

-> server.name STATS G
<- :server.name ERROR :Closing link you[ip.here] (Max SendQ)

I've neved had such situation, how stange it is..

vonitsanet

2005-11-21 15:05

reporter   ~0010792

its not strange at all if you have many G:lines.
I had this problem before.

RandomNumber

2005-12-02 02:54

reporter   ~0010813

we had that issue for awhile as well. I just made a seperate class for opers and bumped their maxsendq way up

syzop

2005-12-03 17:05

administrator   ~0010818

Yup :P.

Also, pattern matching was added X versions ago... So you don't need to have that problem anymore if you are searching for anything specific
'/stats G +m *aol*' I think
etc... (see '/stats help')

JasonTik

2005-12-05 20:06

reporter   ~0010819

Any chance of this sort of thing being put in Unreal rather than a 3rd party module?

syzop

2005-12-06 09:09

administrator   ~0010820

Why, when we make an ircd with module capabilities so (besides other things) 3rd parties can write modules, do we need to include all that (or half of them) in the core...

If you want the feature, grab and install the module, simple.

pinstrate

2005-12-06 14:29

reporter   ~0010821

I agree. I also think that more stuff in the ircd should be modulized and if u want you can unload unnecessary module easily.. Now it seems to be a problem; Loading m_*.so instead of 'commands' is horribly slow, uses up to 100% of cpu on rehash and etc :\

syzop

2005-12-08 18:37

administrator   ~0010832

Last edited: 2005-12-08 18:39

(Even though we are getting a bit offtopic..)

pinstrate, I don't have that problem here at all. It loads (did several rehashes) within 0.1second (I can actually do 10 rehashes in 1 second).
This is on Unreal3.2.3 (even with debugmode), Linux 2.4.31, amd 1800+ / 512M.

What Unreal version are you using? What OS? What system specs?

EDIT: Oh and of course, how long does the rehash take for you then?

pinstrate

2005-12-10 06:46

reporter   ~0010847

It is 3.2.3 without debug on linux 2.6.12 on p300 with 256 ram.. It rehashes about 2 seconds and during that period it hits cpu up to 100%

aquanight

2005-12-10 13:52

reporter   ~0010848

[quote]p300 with 256 ram[/quote]

That might explain a few things ;) .

pinstrate

2005-12-10 14:09

reporter   ~0010849

well, I know.. :)) Anyway, working with commans.so instead of N modules loaded separately works much faster for me..

syzop

2005-12-10 17:09

administrator   ~0010851

:P

Ok this can be closed.

Issue History

Date Modified Username Field Change
2005-10-30 20:54 JasonTik New Issue
2005-10-31 00:39 aquanight Note Added: 0010619
2005-11-04 18:09 JasonTik Note Added: 0010639
2005-11-04 18:09 JasonTik Note Edited: 0010639
2005-11-04 18:09 JasonTik Note Edited: 0010639
2005-11-04 18:10 JasonTik Note Edited: 0010639
2005-11-19 21:05 pepolez Note Added: 0010776
2005-11-19 21:05 pepolez Note Edited: 0010776
2005-11-20 02:27 pinstrate Note Added: 0010780
2005-11-20 19:58 aquanight Note Added: 0010783
2005-11-20 21:40 w00t Note Added: 0010788
2005-11-21 08:26 pinstrate Note Added: 0010790
2005-11-21 15:05 vonitsanet Note Added: 0010792
2005-12-02 02:54 RandomNumber Note Added: 0010813
2005-12-03 17:05 syzop Note Added: 0010818
2005-12-05 20:06 JasonTik Note Added: 0010819
2005-12-06 09:09 syzop Note Added: 0010820
2005-12-06 14:29 pinstrate Note Added: 0010821
2005-12-08 18:37 syzop Note Added: 0010832
2005-12-08 18:38 syzop Note Edited: 0010832
2005-12-08 18:39 syzop Note Edited: 0010832
2005-12-10 06:46 pinstrate Note Added: 0010847
2005-12-10 13:52 aquanight Note Added: 0010848
2005-12-10 14:09 pinstrate Note Added: 0010849
2005-12-10 17:09 syzop Status new => closed
2005-12-10 17:09 syzop Note Added: 0010851
2005-12-10 17:09 syzop Resolution open => no change required