def handle_squit(event, message):
	servername=message.parameters[0]
	if(message.command=="ERROR" or servername==config.get("Server/Name")):
		log.info("Shutting down: %s", message.parameters[-1])
		ffservices.shutdown(0)
		return
	
	server=Server.findByName(servername)
	if(server is None): return
	if(server.hopcount==1):
		log.info("Removing pseudoserver %s: requested by %s: %s", server.name, message.source, message.parameters[-1])
		Server.removeServer(server)
	else:
		log.info("Server exiting: %s: SQUIT from %s: %s", server.name, message.source, message.parameters[-1])
		#luckily as long as we don't specify NOQUIT in our protoctl, unreal will notify
		#us of each user that is going away BEFORE sending us the SQUIT message, meaning
		#that the existing code for removing users is used rather than having to figure
		#out which users are exiting here.
		Server.removeServer(server)