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73d0e153cf
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))))) |
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.. | ||
__init__.py | ||
antispam.py | ||
automode.py | ||
bots.py | ||
changehost.py | ||
commands.py | ||
ctcp.py | ||
example.py | ||
exec.py | ||
fantasy.py | ||
games.py | ||
global.py | ||
networks.py | ||
opercmds.py | ||
raw.py | ||
relay_clientbot.py | ||
relay.py | ||
servermaps.py | ||
servprotect.py | ||
stats.py |