This is a great addition. Thanks!

On Tue, Nov 12, 2013 at 8:26 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> I get a little excited whenever a new console command is given to us. This
> one also has the added benefit of giving us more metrics/data on our
> players.
>
> I fucking LOVE data! Thanks for this.
>
>
> On Tue, Nov 12, 2013 at 11:08 AM, DontWannaName! <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>
> > 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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> >
>
>
>
> --
> - Gordon Reynolds
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