Translations:FAQ/170/en

Rationale
UnrealIRCd trusts remote servers (once they are linked), this ranges from access checking (servers have [almost] full power) to syntax checking. Often for various reasons (speed, lazyness, etc) we do (often) not have checks in place to check the syntax of all remote-server traffic. Examples of ways to crash Unreal by a trusted server are:
 * sending commands like a STATS request with a server as source (and not a [psuedo-]client)
 * sending a command with a missing (or extra) parameter, such as an invalid TKL command
 * many more