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 <[email protected]> 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", 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: [email protected] [mailto:
>> [email protected]] 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!"<[email protected]>  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
>>>> <[email protected]>
>>>>
>>> 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.
>>>
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>>>>
>>>
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>>
>
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