View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000969 | unreal | ircd | public | 2003-05-09 19:33 | 2003-05-09 20:41 |
| Reporter | AngryWolf | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Product Version | 3.2-beta16 | ||||
| Summary | 0000969: HOOKTYPE_SERVER_CONNECT | ||||
| Description | Unfortunately noone could help me on #unreal-support, and I thought it's not a big problem if I ask my question here, coz I guess it might be a bug or even a feature request. RunHook(HOOKTYPE_SERVER_CONNECT) is called two times, once when a connection established and once when servers are synced. May I ask why? What's the logic in it? | ||||
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[from m_server:] /* * Now, we can take a look at it all */ if (IsUnknown(cptr) || IsHandshake(cptr)) { [..] /* Start synch now */ if (m_server_synch(cptr, numeric, aconf) == FLUSH_BUFFER) return FLUSH_BUFFER; } else { return m_server_remote(cptr, sptr, parc, parv); } thank you for wasting my time... |