I would kind of prefer an event based approach. And still don't like the stability of extracting joining player's data from logs. [event] instead of [log level]. one might have some special event for debugging output, but it would basically be nice to differentiate based on the keyword that follows the timestamp. the meaning of the event would be more of l [what happened ingame]: here id the corresponding data.
[server]: player has entered the game. ClientID=2 addr=XXX.XXX.XXX.XXX:44228
10:42
[game]: team_join player='2:zyles' team=1
10:42
especially in 0.7 i would love to assert on names changing so i can check the sanity of my script
10:43
but that crases the script twice a year due to this edge case
10:44
but refactoring that code to ensure it does not happen sounds like work too and maybe even introduces new bugs or complexity also testing if it works is tricky
easiest fix would be to add a line wen a player completely joins, no connecting no unkonown nicks, but all data when the player joined in one single line
10:46
when
10:48
did you handle the case when a full server changes maps?
10:49
it's possible to disconnect on map change, so imo on should mark players as disconnected and once they join as connected again.