----- Original Message ----- From: "Ferron" <[EMAIL PROTECTED]>
> Hi HoundDawg, > > i understand your argument but then the player connect message > should be more reliable. I've never had a problem, nor any other utility that I know of. > My experience is that the message of a player connected can get > lost if the server crashes oder for other reasons, for example if > the player connects exactly in the moment the server changes map > (this is my explanation why there are some missing messages). > If a player connected 2 h ago in the logs an this file is missing > than i can dump all data involving that player. > A compromise would be to generate the (or another similar) message every time the map > changes so in every log file there are all players with ip nickname > relation which stayed on the server during map change. For rcon utilities they just issue a "stat" or "status" command to get the IP addresses. But, for a log file parser, I can see how you wouldn't have access to the IP addresses unless you had the starting log file from which they first connected. > so for example on map change : > > Player <nick><wonid><ip><team> is still here. Options could be: 1) Implement that new message. 2) Re-log the "connected" message at each map load. 3) Add the <ip> to the "entered the game" message. For now, you'll have to parse with non-IP for the player and possibly set the IP once you know it. For example, when the player re-connects with the same WONID. HoundDawg United Admins - Game Server Admin Association http://www.unitedadmins.com _______________________________________________ hlds_apps mailing list [EMAIL PROTECTED] http://list.valvesoftware.com/mailman/listinfo/hlds_apps
