Is there any chance to get the IP of connected players logged?
Ok, so here is a little one liner to show up ip addresses of connecting players on the server console.
--- sv_client.c.orig Fri Feb 24 23:04:35 2006
+++ sv_client.c Sun Apr 9 02:18:31 2006
@@ -155,6 +155,7 @@
ping = svs.time - svs.challenges[i].pingTime;
Com_Printf( "Client %i connecting with %i challenge ping\n", i, ping );
+ Com_Printf( "Client %i connecting from %s\n", i, Info_ValueForKey( userinfo, "ip" ));
svs.challenges[i].connected = qtrue;
// never reject a LAN client based on ping
I allready looked into the code and in the ClientConnect function, the IP is allready present. I only do not want to reinvent the wheel, so thats why I'm asking if there was an allready existing solution (not much familiar with that strange quake stuff).
Seems I did not have any luck on this. I patched the ClientConnect function in g_client.c with a G_LogPrintf statement. But this is dead code in tremded? Does anyone know, where the "ClientConnect: X" logmessages are coming from? Are they sent thru the client? By grepping the sources, this is the only code part, where a "ClientConnect" string appears.
Meanwhile, I'm logging the console output with redirection of fd2 and tee. But it would be interesting to have a real log instead of this dirty hack.
One word to the players: please, if some troublemaker is on the server, do not things make worse by running insane too. The admin can't allways see what you see, so actually you have to *tell* it. It makes no sense to state "f*ck, kick him". Who? Admins can't read your mind. Please tell exactly _who_ did _what_ in an _understandable_ fashion. Thanks.