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unreal: move setting irc.connected to AFTER protocol negotiation, and add missing EOS (ENDBURST) handler
The lack of the latter caused relay to *fail* to spawn users whenever an Unreal server reconnects, which should be fixed now.
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@ -21,7 +21,8 @@ class UnrealProtocol(TS6BaseProtocol):
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self.min_proto_ver = 3999
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self.hook_map = {'UMODE2': 'MODE', 'SVSKILL': 'KILL', 'SVSMODE': 'MODE',
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'SVS2MODE': 'MODE', 'SJOIN': 'JOIN', 'SETHOST': 'CHGHOST',
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'SETIDENT': 'CHGIDENT', 'SETNAME': 'CHGNAME'}
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'SETIDENT': 'CHGIDENT', 'SETNAME': 'CHGNAME',
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'EOS': 'ENDBURST'}
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self.uidgen = {}
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self.sidgen = utils.TS6SIDGenerator(self.irc)
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@ -298,7 +299,9 @@ class UnrealProtocol(TS6BaseProtocol):
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f('NETINFO 1 %s %s * 0 0 0 :%s' % (self.irc.start_ts, self.proto_ver, self.irc.serverdata.get("netname", self.irc.name)))
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self._send(self.irc.sid, 'EOS')
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self.irc.connected.set()
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def handle_eos(self, numeric, command, args):
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"""EOS is used to denote end of burst."""
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return {}
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def handle_uid(self, numeric, command, args):
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# <- :001 UID GL 0 1441306929 gl localhost 0018S7901 0 +iowx * midnight-1C620195 fwAAAQ== :realname
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@ -445,6 +448,10 @@ class UnrealProtocol(TS6BaseProtocol):
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self.irc.cmodes.update({'halfop': 'h', 'admin': 'a', 'owner': 'q',
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'op': 'o', 'voice': 'v'})
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# Set irc.connected to True, meaning that protocol negotiation passed.
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log.debug('(%s) self.irc.connected set!', self.irc.name)
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self.irc.connected.set()
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def _getNick(self, target):
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"""Converts a nick argument to its matching UID. This differs from utils.nickToUid()
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in that it returns the original text instead of None, if no matching nick is found."""
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