Yes, it should be there in the next multiplayer SDK update. (I don't have any time frame for when that will be.)
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jesse Oak Sent: Wednesday, November 13, 2013 9:39 AM To: d...@forlix.org; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Where is my traffic coming from? Will this update be making it's way into sdk base 2013 multiplayer as well? On Tue, Nov 12, 2013 at 4:05 PM, Dominik Friedrichs <d...@forlix.org<mailto:d...@forlix.org>> wrote: This is great and the cherry on top would be to add that string to the player connect log line - something like this: L 11/12/2013 - 21:52:16: "Jimmy<288><STEAM_0:1:12345><>" connected, address "1.2.3.4:27005<http://1.2.3.4:27005>", method "serverbrowser_favorites" On 2013/11/12 20:45, Fletcher Dunn wrote: It tells you what tab they used. So you know whether they used the favorites tab versus the main server list. -----Original Message----- From: hlds_linux-boun...@list.valvesoftware.com<mailto:hlds_linux-boun...@list.valvesoftware.com> [mailto:hlds_linux-boun...@list.valvesoftware.com<mailto:hlds_linux-boun...@list.valvesoftware.com>] On Behalf Of ElitePowered . Sent: Tuesday, November 12, 2013 11:25 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Where is my traffic coming from? What's the point of having this feature on the other games if the only way to connect is via the server browser? On Nov 12, 2013 2:09 PM, "DontWannaName!"<ad...@topnotchclan.com<mailto:ad...@topnotchclan.com>> wrote: Is it able to tell if they connect from their favorites? Sent from my iPhone 5 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn <fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote: Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It's sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console "connect" command. I apologize that I don't have the list of values at hand, but I'm sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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