Page 1 of 1

desync / lag help

Posted: Wed Jul 20, 2005 8:37 pm
by White_Magic
ok network is simple - all unreal 3.2.1
servers named 03 to 09 and all linked to 09 as hub
-
at some point i did a /list and i notice mode +K was on a room with no +i set,
[14:37] >> ===[ #Romance Stats ]===
[14:37] >> Created Fri Jun 17 10:06:30 2005
[14:37] >> Using Channel Modes: +ntrKGCTlf 314[3c#C10,6j#i1,3k#K10,12m#M1,5n#N1]:5

so i got a ircop to lift the +K, which was fine,
however, the room was flooded eariler...
so the questions are....
;;;

how did +K stick without +i?

in someone elses logs, the ircop removing +K cant be seen, but in mine they were - desync??? (its not lag coz it isnt in the other persons logs at all ive checked myself)

a possible bug?

Posted: Wed Jul 20, 2005 8:51 pm
by aquanight
It's simple. The +i timeout expired before the +K did.

At least in this case, it doesn't make sense to simply remove the +K as well as it set +K in response to a flood. By leaving +K, if the joinflood is triggered again, the knockflood can't immediately resume.

Posted: Wed Jul 20, 2005 9:07 pm
by White_Magic
have u ever.. set +iK on a room
then remove +i -> it auto removes +K as well,
i tested that with the server already flooded till it set +i then knocked till +K was set
after 1 min the +i was removed as planned, it removed +K even thou i set 10mins for it...

Posted: Thu Jul 21, 2005 5:20 am
by aquanight
I've noticed you're using 3.2.1... maybe you should upgrade. ;P

Posted: Thu Jul 21, 2005 10:47 am
by White_Magic
they dont wanna untill another " stable " release is made or a major bug has been fixed.

but thats beside the point...
was it lag or desync that caused the +K to stick with +i?