W wrote:

>       A colleague of mine is setting up two phat Proliant servers to act as
> Games servers for our dial-up customers, providing hopefully very low
> ping times for them. We provide Quake 2&3, Halflife, UnrealT, etc etc.
>       The boss wants some form of logging to see which of our customers are
> connecting, for how long, etc. Although there are logging facilities
> within the server binaries of some of the games, we want a single system
> that can collate stats across all of them.
>       Unfortunately, the games mentioned above all use UDP (as far as I
> know). So my question is, how do we log a connectionless protocol
> without a huge state table (unacceptable memory cost) and examining
> every packet as it comes through (unacceptable performance cost)?

You can't. If you don't want to log every packet, then it should be
clear that you must have some kind of state table to record whether
that IP address has already been logged.

There are a variety of ways to get the information, but all of them
involve keeping track of which clients have already been logged.

-- 
Glynn Clements <[EMAIL PROTECTED]>

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