ID:133258
 
Just a small request... would it be possible to make the hub record telnet users as well?
I don't mean report their IP address or anything, but maybe just a little counter like it has for guests.

"X Telnet Users; X Guests; X Players: [list of BYOND keys connected]"

Or maybe just add to the player counter without listing anything.

I'd just like some kind of official counter so people don't see that the game has nobody connected because they're all from telnet.
I doubt its possible for the hub to do this since telnet users don't work through the hub. You could have the game keep track, though, and update the world.status to display who or how many people are playing.
In response to Foomer
That's what I'm doing right now.
It's just, the hub doesn't report those players, so I could have 30 people all logged in from telnet while the BYOND hub is reporting 0 people.
In response to Keeth
Keeth wrote:
I could have 30 people all logged in from telnet while the BYOND hub is reporting 0 people.

Except the problem with this is simple: the telnet users may not necessarily have their pagers active and running, and even if they do, it's impossible to check if this is indeed the case without breaking some kind of privacy rule or something.

Even if you count all the telnet users, certain members of the community might want to exploit this, making dozens of telnet connections to their game just so it appears that their game is very popular.
In response to Android Data
Except the problem with this is simple: the telnet users may not necessarily have their pagers active and running, and even if they do, it's impossible to check if this is indeed the case without breaking some kind of privacy rule or something.

Well yeah, obviously there's no way to tell if telnet users have their pagers active and running. But I imagine it's not impossible to track clients connected through telnet, even without the pager.

Even if you count all the telnet users, certain members of the community might want to exploit this, making dozens of telnet connections to their game just so it appears that their game is very popular.

Because that's impossible with the current key system.
In response to Keeth
That makes me curious, does world.Export("byond://myip:game_port?ping") return the right number of players (plus one) including telnet? If so I'd imagine the same kind of logic could be applied to the hub count.
In response to Keeth
Keeth wrote:
Because that's impossible with the current key system.

Pretty much. The BYOND Pager has to remain active for the players' key to be listed on the hub. In order to login with multiple keys to your game, you would need to logout of the pager and login with the new key; this should currently invalidate your existing connection and replace your old key with the new one.
In response to Android Data
So you're right. >_>