I've added a zline for testing purposes at 5:52:39 to expire in 1 second. This is what I got:
05:52:39 !server *** Z:Line added for *@11.11.11.11 on Thu Sep 22 03:52:38 2005 GMT (from ircop!irc@net to expire at
Thu Sep 22 03:52:39 2005 GMT: test)
05:52:43 !server *** Expiring Z:Line (*@11.11.11.11) made by ircop!irc@net (Reason: test) set 5 seconds ago
now i'm interested whether it is possible to have accurate time info when the kline was made. is it possible(in this example) to adjust the clock 2 hours forward?
server time mismatch
I'm not entirely sure what you're asking, but you'll find the server is going by it's own clock. Try a /time (and, with multiple servers, /tsctl alltime).
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It doesn't matter. Unreal always uses GMT.
As for accuracy, I believe the timers are only checked every other second or something, since C doesn't have timers natively (duh) and short of multithreading (== evil), having accurate timers are really quite the pain in the arse.
(EDIT: oh, and also try getting ntpd on the server if you can.)
As for accuracy, I believe the timers are only checked every other second or something, since C doesn't have timers natively (duh) and short of multithreading (== evil), having accurate timers are really quite the pain in the arse.
(EDIT: oh, and also try getting ntpd on the server if you can.)
correct, unreal does, however the time stamp he is matching it to is generated by his client witch normaly uses local time rather then GMT.aquanight wrote:It doesn't matter. Unreal always uses GMT.
[12:38] -Irc.matridom.ca- *** G:Line added for [email protected] on Thu Sep 22 16:38:39 2005 GMT (from Matridom![email protected] to expire at Thu Sep 22 17:38:39 2005 GMT: test)
I'm in EST with daylight savings, so that's GMT - 4
He's comparing his clients time stamps to the servers time stamps
To me, it's looking like he's GMT +2.
or am i miss reading this and he's worried about 3-4 seconds difference in things? However, him commenting on 2 hour difference leads me to believe that's not the case.
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