View Issue Details

IDProjectCategoryView StatusLast Update
0000974unrealircdpublic2003-11-20 19:43
ReporterDiStuRbEd Assigned Tocodemastr 
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionno change required 
Product Version3.2-beta16 
Summary0000974: Exceeded Max Sendq Problem with /who queries
Descriptionanytime you do a broad /who or a /who +flag and broad mask, users will be disconnected for exceeding max sendq.
Steps To Reproducejust type /who or /who -h *jj*
3rd party modules

Activities

syzop

2003-05-11 17:45

administrator   ~0002750

You can set the max send queue in class::sendq. It's there to prevent flooding, you can set it very high if you want.. just don't be surprised if you die when 200 clones start mass /who'ing or something.

DiStuRbEd

2003-05-11 19:48

reporter   ~0002753

simply increasing the sendq isn't the solution. This was not a problem in previous versions of unreal at the same sendq level.

syzop

2003-05-11 20:47

administrator   ~0002754

> simply increasing the sendq isn't the solution.

Why not?

> This was not a problem in previous versions of unreal at the same sendq level.

Maybe you just got more users? ;p

DiStuRbEd

2003-05-11 21:00

reporter   ~0002755

no, we have the same amount of users. same amount of servers. so, something is differnt ;)

Joolz

2003-05-11 21:08

reporter   ~0002756

hmm, I got disconnecting for exceeding max sendq when I did /stats G with beta16.

DiStuRbEd

2003-05-11 21:12

reporter   ~0002758

i suspect any long list in beta16 will cause this same error.

syzop

2003-05-11 21:20

administrator   ~0002759

I still don't hear an actual bug here... sendq limit is just being enforced (which exists at almost any ircd). If you find it set too low, increase it. I usually have it set pretty high [like >1Mb] for an oper block.

DiStuRbEd

2003-05-11 21:33

reporter   ~0002760

Even at 1MB this still occurs. As i said, this did not happen in previous versions of Unreal. It's a minor thing, but i can see where it could be a big problem when it's really needed. Thanks for your help

codemastr

2003-05-11 22:00

reporter   ~0002761

This is not a bug, it is Unreal working as it was designed. And saying it didn't happen in previous versions is wrong. I just caused the exact same thing to occur in b13, 14, and 15. It is NOT a bug, it is how it is supposed to work.

Issue History

Date Modified Username Field Change
2003-05-11 16:45 DiStuRbEd New Issue
2003-05-11 17:45 syzop Status new => resolved
2003-05-11 17:45 syzop Resolution open => fixed
2003-05-11 17:45 syzop Assigned To => syzop
2003-05-11 17:45 syzop Note Added: 0002750
2003-05-11 19:48 DiStuRbEd Status resolved => feedback
2003-05-11 19:48 DiStuRbEd Resolution fixed => reopened
2003-05-11 19:48 DiStuRbEd Note Added: 0002753
2003-05-11 20:47 syzop Note Added: 0002754
2003-05-11 21:00 DiStuRbEd Note Added: 0002755
2003-05-11 21:08 Joolz Note Added: 0002756
2003-05-11 21:12 DiStuRbEd Note Added: 0002758
2003-05-11 21:20 syzop Note Added: 0002759
2003-05-11 21:33 DiStuRbEd Note Added: 0002760
2003-05-11 22:00 codemastr Status feedback => resolved
2003-05-11 22:00 codemastr Resolution reopened => no change required
2003-05-11 22:00 codemastr Assigned To syzop => codemastr
2003-05-11 22:00 codemastr Note Added: 0002761
2003-11-20 19:43 syzop Status resolved => closed