/*
* Yes, this function looks a little ugly.
* However, in some circumstances we may not have a User, so we need to do things this way.
- * Returns 1 if colliding local client, 2 if colliding remote, 3 if colliding both.
+ * Returns true if remote or both lost, false otherwise.
* Sends SAVEs as appropriate and forces nick change of the user 'u' if our side loses or if both lose.
* Does not change the nick of the user that is trying to claim the nick of 'u', i.e. the "remote" user.
*/
-int SpanningTreeUtilities::DoCollision(User* u, TreeServer* server, time_t remotets, const std::string& remoteident, const std::string& remoteip, const std::string& remoteuid)
+bool SpanningTreeUtilities::DoCollision(User* u, TreeServer* server, time_t remotets, const std::string& remoteident, const std::string& remoteip, const std::string& remoteuid)
{
// At this point we're sure that a collision happened, increment the counter regardless of who wins
ServerInstance->stats.Collisions++;
params.Broadcast();
u->ChangeNick(u->uuid);
-
- if (!bChangeRemote)
- return 1;
}
if (bChangeRemote)
{
* Remote side needs to change. If this happens, we modify the UID or NICK and
* send back a SAVE to the source.
*/
- TreeSocket* sock = server->GetSocket();
- sock->WriteLine(CmdBuilder("SAVE").push(remoteuid).push_int(remotets));
-
- if (!bChangeLocal)
- return 2;
+ CmdBuilder("SAVE").push(remoteuid).push_int(remotets).Unicast(server->ServerUser);
}
- return 3;
+ return bChangeRemote;
}