Your comment is very surprising. I don't see how clock drift can cause the problems you describe. There is no timestamping in the IRC protocol.
You can ask for a server's local time, but that is just for information.
There is a recently-added timestamp extension, but that seems to be to correct for delays so clients can record logs correctly. It is not for keeping the IRC network together.
> Unreal is very time-dependant. Users and channels, for example, are timestamped, and if server clocks are not synchronized properly, things can go very wrong very fast. See http://vulnscan.org/UnrealIrcd/faq/#67 for more information on this. Note that there is a slight difference between server time and what is actually reported by the UNIX date command or by the C time() function.
You can ask for a server's local time, but that is just for information.
There is a recently-added timestamp extension, but that seems to be to correct for delays so clients can record logs correctly. It is not for keeping the IRC network together.