\'Gamespy\'
Jeg har tænkt mig at lave et lille program der finder oplysninger på nogle CounterStrike server. Men i første omgang vil jeg bare \'pinge\' serveren - den skulle så resultere et \"j\". men jeg kan ikke finde ud af at få sendt en streng afsted - Jeg vedligger SDK´et fra HL.Game servers will answer the following messages:
Messages are sent to the server by sending 4 consecutive bytes of 255 (32-bit integer -1)
and then the string command followed by a zero byte to terminate it
\"ping\"
Server responds with a single byte code ASCII \'j\'
\"info\"
Server responds with the following packet:
(int32) -1
(byte) ASCII \'C\' (info response, S2A_INFO)
(string) net address of server
(string) name of the host / server
(string) name of the map
(string) game directory (i.e. valve/)
(string) Game description (e.g. \"half-life multiplay\")
(byte) active client count
(byte) maximum clients allowed
(byte) protocol version (currently 7)
\"players\"
Server responds with the following packet:
(int32) -1
(byte) ASCII \'D\' (players response, S2A_PLAYER)
(byte) active client count
for each active client
(byte) client number / index
(string) player name
(int32) client\'s frag total
(float32) client\'s total time in-game
\"rules\"
Server responds with the following packet:
(int32) -1
(byte) ASCII \'E\' (rules response, S2A_RULES)
(int16) number of rules
for each rule
(string) rule name
(string) rule value
-------------------
Master server query protocol:
Sent to master:
(byte) ASCII \'c\' ( A2M_GET_SERVERS )
Response from master:
(int32) -1
(byte) ASCII \'d\' ( M2A_SERVERS )
(byte) unused
// This is followed by as many 6 byte ip addresses as will fit in the message.
The master currently feeds about 2K worth of IP address ( 300+ or so ),
but we may up that # significantly in the near future.
(4 x byte) ip address
(int16) port #
The old protocol is still valid, but there is a new, extended protocol:
Here are both the old and new protocols ( the new one is the \"details\" message ):
\"info\"
Server responds with the following packet:
(int32) -1
(byte) ASCII \'C\' (info response, S2A_INFO)
(string) net address of server
(string) name of the host / server
(string) name of the map
(string) game directory (i.e. valve/)
(string) Game description (e.g. \"half-life multiplay\")
(byte) active client count
(byte) maximum clients allowed
(byte) protocol version (currently 37)
\"details\"
(int32) -1
(byte) ASCII \'m\' ( S2A_INFO_DETAILED )
(string) net address of server
(string) name of the host / server
(string) name of the map
(string) game directory (i.e. valve/)
(string) Game description (e.g. \"half-life multiplay\")
(byte) active client count
(byte) maximum clients allowed
(byte) protocol version (currently 37)
(byte) type of server == \'l\' for listen or \'d\' for dedicated
(byte) os of server == \'w\' for win32 or \'l\' for linux
(byte) password on server == 1 or yes, 0, for no
(byte) is server running a mod? == 1 for yes, 0 for no
IFF the server is running mod byte was 1:
(string) URL for mod\'s \"info\" website
(string) URL for mod\'s download ftp server
(int32) mod version #
(int32) mod download size ( in bytes, approx. )
(byte) is the mod a server side only mod? 1 == yes, 0 == no
(byte) does this server require you to have a custom client side .dll ( client.dll )? 1 == yes, 0 == no.
Here is some code that uses the new protocol.
The first function starts the protocol and the second services the message and requests more ip addresses:
/*
==================
Host_GetBatchServerList_f
Request full server list from HL master server.
==================
*/
void Host_GetBatchServerList_f( void )
{
unsigned char c[10];
adrlist_t *p;
int i = 0;
// Request a server list from the master servers.
NET_Config( true ); // Initialize networking
if ( gfNoMasterServer )
return;
if ( !valvemaster_adr )
return;
c[0] = A2M_GET_SERVERS_BATCH; // ascii \'e\'
i++;
*(int *)&c[1] = 0; // Request first batch.
i += sizeof( int );
p = valvemaster_adr;
while ( p )
{
// send to valve master
Con_Printf (\"Requesting batch server list from %s\\n\", NET_AdrToString ( p->adr) );
NET_SendPacket (NS_CLIENT, i, c, p->adr );
p = p->next;
}
}
// Upon receiving ( 5 bytes, 4 for the -1 and 1 byte for the \'f\' character ):
int32 -1
M2A_SERVER_BATCH // Ascii \'f\', the response to the above
void CL_ParseBatchServerList( void )
{
char szAddress[128] = \"\";
unsigned char cIP[4];
int i;
unsigned short iIPPort;
int nNumAddresses;
int count = 1;
int unique = 0;
MSG_ReadByte(); // Skip \\r
unique = MSG_ReadLong();
// So far we have read 6 chars. Remainder of message length is iBytesRead - 6
nNumAddresses = net_message.cursize - sizeof(int) - sizeof(unsigned char) - sizeof(byte);
// Each address is 6 bytes long
//
nNumAddresses /= 6;
while (nNumAddresses-- > 0)
{
memset(szAddress, 0, 128);
for (i = 0; i < 4; i++)
cIP[i] = MSG_ReadByte();
sprintf( szAddress, \"%i.%i.%i.%i\"
, (int)cIP[0]
, (int)cIP[1]
, (int)cIP[2]
, (int)cIP[3]
);
iIPPort = BigShort((unsigned short)MSG_ReadShort());
//if ( count <= 100 )
// Con_Printf( \"%4i: %s:%i\\n\", count, szAddress, iIPPort );
count++;
}
Con_Printf( \"%i servers\\n\", count );
if ( unique != 0 ) // More servers left, send another request to master
{
unsigned char c[10];
int i = 0;
// Request a server list from the master servers.
NET_Config( true ); // Initialize networking
c[0] = A2M_GET_SERVERS_BATCH;
i++;
*(int *)&c[1] = unique; // Request servers starting after this unique id.
i += sizeof( int );
// send to valve master
Con_DPrintf (\"Requesting next batch ( %i ) server list from %s\\n\", unique, NET_AdrToString ( net_from ) );
NET_SendPacket (NS_CLIENT, i, c, net_from );
}
else
Con_Printf( \"Done.\\n\" );
}
