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Instead of always bouncing, kills to a relay client are now handled as follows:
1) If the target and source networks are both in any killshare pool, relay the kill entirely
2) Otherwise, iterate over all channels the kill target is in:
3) If the killer has claim access in a channel, forward the KILL as a kick
4) Otherwise, bounce the kill (so far, silently)
TODO: kill messages are currently very cluttered, we should make our parser deliver more concise strings...
* GL|unreal has quit (Killed (chary.relay (KILL from GL/chary: Killed (GL (test)))))