How to manage the "fakelag" or "delay between

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KnuX
Posts: 4
Joined: Thu Feb 10, 2005 7:50 pm

How to manage the "fakelag" or "delay between

Post by KnuX »

Hi all,

I'm using unrealircd, and I know that by default there is a delay between messages in order to prevent floods.

I wonder why this delay doesn't appears on my Unreal3.2.3 (sorry, I will upgrade ;))...

There is an example of flood with timestamp :
23:00:18 <nicolas798|2099m0> ...
23:00:19 <nicolas798|2099m0> ...
23:00:19 <nicolas798|2099m0> ...
23:00:19 <nicolas798|2099m0> ...
23:00:19 <nicolas798|2099m0> ...
23:00:19 <nicolas798|2099m0> ...
23:00:19 <nicolas798|2099m0> ...
23:00:20 <nicolas798|2099m0> ...
23:00:20 <nicolas798|2099m0> ...
23:00:20 <nicolas798|2099m0> ...
23:00:20 <nicolas798|2099m0> ...
23:00:20 <nicolas798|2099m0> ...
This client belong to the "clients" class which has the following settings :

Code: Select all

class           clients
{
	pingfreq 90;
	maxclients 16384;
	sendq  1500000;
	recvq 30000;
};
Sendq is explained by having a very good Java Applet which uses /who on big channels, etc.

Thanks you in advance for your answers ;)
Syzop
UnrealIRCd head coder
Posts: 2117
Joined: Sat Mar 06, 2004 8:57 pm
Location: .nl
Contact:

Post by Syzop »

First of all, IRCOps are exempted from any fakelag.

Second, users are allowed to have short boosts (especially for such very short messages/commands).

It's a technical story[*], but, for those short messages they can have a boost of 10 messages all at-once (and are then lagged up quite a bit ;p).

[*] the fakelag is 1s per command plus 1s for every 90 bytes, and when the fakelag is <10s the fakelag is not enforced.[/size]

PS: You do have a ridiculous recvq though... this should be 8k (which is the default, well.. 8000 bytes is) or lower...
KnuX
Posts: 4
Joined: Thu Feb 10, 2005 7:50 pm

Post by KnuX »

Thanks, it's very clear now ;)

I will correct the recvq I don't know why this value was choosen (I'm not the only admin to edit the file ^^)

(I'm not lying ! :oops:)
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