if (m_pUser && m_pUser->IsUserAttached()) {
const vector<CString>& vsBuffer = GetBuffer();
+ // in the event that pClient is NULL, need to send this to all clients for the user
+ // I'm presuming here that pClient is listed inside vClients thus vClients at this
+ // point can't be empty.
+ //
+ // This loop has to be cycled twice to maintain the existing behavior which is
+ // 1. OnChanBufferStarting
+ // 2. OnChanBufferPlayLine
+ // 3. ClearBuffer() if not keeping the buffer
+ // 4. OnChanBufferEnding
+ //
+ // With the exception of ClearBuffer(), this needs to happen per client, and
+ // if pClient is not NULL, the loops break after the first iteration.
+ //
+ // Rework this if you like ...
if (vsBuffer.size()) {
const vector<CClient*> & vClients = m_pUser->GetClients();
for( size_t uClient = 0; uClient < vClients.size(); ++uClient ) {
- // in the event that pClient is NULL, need to send this to all clients for the user
- // I'm presuming here that pClient is listed inside vClients so thus vClients at this
- // point can't be empty. Rework this if you like ...
CClient * pUseClient = ( pClient ? pClient : vClients[uClient] );
bool bSkipStatusMsg = false;
m_pUser->PutUser(sLine, pUseClient);
}
- if (!KeepBuffer()) {
- ClearBuffer();
- }
+ if( pClient )
+ break;
+
+ }
+
+ if (!KeepBuffer()) {
+ ClearBuffer();
+ }
- bSkipStatusMsg = false;
+ for( size_t uClient = 0; uClient < vClients.size(); ++uClient ) {
+
+ CClient * pUseClient = ( pClient ? pClient : vClients[uClient] );
+ bool bSkipStatusMsg = false;
MODULECALL(OnChanBufferEnding(*this, *pUseClient), m_pUser, NULL, bSkipStatusMsg = true);
if (!bSkipStatusMsg) {
m_pUser->PutUser(":***!znc@znc.in PRIVMSG " + GetName() + " :Playback Complete.", pUseClient);
}
- if( pClient )
+ if( pClient )
break;
}
+
}
}
}