Exactly.

----- Original Message -----
From: "ics" <[email protected]>
To: "Half-Life dedicated Linux server mailing list" 
<[email protected]>
Sent: Tuesday, November 12, 2013 3:13:08 PM
Subject: Re: [hlds_linux] Where is my traffic coming from?

I'd settle for a command that lists where current players of the server 
came from, for example addition into status command field along with 
ping and such.

-ics

DontWannaName! kirjoitti:
> Grab the client value using sourcemod?
>
> Sent from my iPhone 5
>
>> On Nov 12, 2013, at 12:01 PM, Todd Pettit <[email protected]> wrote:
>>
>> "cl_connectmethod" = "serverbrowser_favorites"
>>
>> Ok, it works for myself but I know how I connected how do you see how others 
>> connected?
>>
>>
>> ----- Original Message -----
>> From: "Fletcher Dunn" <[email protected]>
>> To: "Half-Life dedicated Linux server mailing list" 
>> <[email protected]>
>> Cc: "Half-Life dedicated Win32 server mailing list 
>> ([email protected])" <[email protected]>
>> Sent: Tuesday, November 12, 2013 2:45:44 PM
>> Subject: Re: [hlds_linux] Where is my traffic coming from?
>>
>> 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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