Master Server Query Protocol: Difference between revisions
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This above code will go through each and every hex pair in the array. Ever 6 pairs (12 characters) is another IP address. It will add the found IP address to hashtable which can again be put through a loop to extract the addresses to connect and query later on. | This above code will go through each and every hex pair in the array. Ever 6 pairs (12 characters) is another IP address. It will add the found IP address to hashtable which can again be put through a loop to extract the addresses to connect and query later on. | ||
=== End of IP address list === | === End of IP address list === |
Revision as of 15:48, 21 November 2010
Client to master server
Send the following UDP query to a master server to get a list of Source host servers.
Format
Type | Field | Value |
---|---|---|
Byte | Message Type | 0x31 - the character "1" |
Byte | Region Code | See below |
String Zero | IP:Port | See below |
String Zero | Filter | See below |
Region codes
The region of the world that you wish to find servers in.
Byte | Description |
---|---|
0x00 | US East coast |
0x01 | US West coast |
0x02 | South America |
0x03 | Europe |
0x04 | Asia |
0x05 | Australia |
0x06 | Middle East |
0x07 | Africa |
0xFF | Rest of the world |
IP:Port
The first IP:Port you should send is "0.0.0.0:0"
From then on, IP:Port becomes the last IP:Port received in the master servers reply. This allows steam to then grab another list of more servers.
Terminate this with 0x00
Note that whenever you open a new socket (and thus get a new random client port), the Master Server will always send you the first batch of IPs even if you pass a valid game server IP. Do not close your socket between packets.
Filter
Allows you to restrict the results to servers running a certain game, map, etc.
Send an empty string (0x00) to receive a list of all types of servers.
Insert \
in between filter parameters
\type\d
- Servers running dedicated
\secure\1
- Servers using anti-cheat technology (VAC, but potentially others as well)
\gamedir\[mod]
- Servers running the specified modification (ex. cstrike)
\map\[map]
- Servers running the specified map (ex. cs_italy)
\linux\1
- Servers running on a Linux platform
\empty\1
- Servers that are not empty
\full\1
- Servers that are not full
\proxy\1
- Servers that are spectator proxies
\napp\[appid]
- Servers that are NOT running game [appid] (This was introduced to block Left 4 Dead games from the Steam Server Browser)
\noplayers\1
- Servers that are empty
\white\1
- Servers that are whitelisted
Sample query
To get all servers everywhere:
0000 31 FF 30 2E 30 2E 30 2E 1.0.0.0. 0008 30 3A 30 00 00 0:0..
This is the default Steam Server Browser query to the Source Master Server. It uses the napp filter to filter out Left 4 Dead games (which are meant to be joined using the matchmaking feature).
31 ff 30 2e 30 2e 30 2e 30 3a 30 00 5c 6e 61 70 1.0.0.0.0:0.\nap 70 5c 35 30 30 00 p\500.
Master servers
Current master servers are:
- GoldSrc
hl1master.steampowered.com:27010
(numeric IP may change) [1]- Source
hl2master.steampowered.com:27011
(numeric IP may change)- Rag Doll Kung Fu
67.132.200.140:27012
- Red Orchestra
- Unknown - same as Source?
- SiN 1 Multiplayer
69.28.151.162:27010
If you can, get your application to check the file Steam\config\MasterServer2.vdf
to get the latest list of master servers.
Reply format
The reply always starts with FF FF FF FF 66 0A
.
The format is then a series of these server address blocks:
Type | Data |
---|---|
Byte | First octet of IP address |
Byte | Second octet of IP address |
Byte | Third octet of IP address |
Byte | Fourth octet of IP address |
Unsigned Short | Port number - usually 27015 (69 87 ) - this is network ordered, which is unlike every other Steam protocol.
|
Some of the servers may be unreachable, so query each server directly to find out. Note also that this list is not exhaustive, so if you're looking for a particular type of server make sure that you specify a filter with the query, rather than filtering client side.
Parsing packet
To get each octet you must convert the hex pairs into int32. When the packet is received by your UDP client, the hex values will be converted into their integer values. For example hex "ff" will be converted into "255" in a byte array. We don't want that 255 because the addresses that we are receiving are made up of 6 pairs. 4 pairs are for the octets and the remaining two are combined together to create the port.
An example code for parsing the packet:
Public Function browser_ConnectMaster(Byval ipStartSeed As String, Byval allFilters As String, Byval regionCode As String) As Byte() Dim ip As String = browser_ToString(UnicodeEncoding.ASCII.GetBytes(ipStartSeed)) Dim filter As String = browser_ToString(UnicodeEncoding.ASCII.GetBytes(allFilters)) hexString = "31" & regionCode & ip & "00" & filter & "00" byteArray = browser_GetBytes(hexString, discarded) Public WithEvents udpClientM1, udpClient As New Sockets.UdpClient Dim receivedBytes As Byte() = New Byte() {} Dim pret As Integer Public RemoteIpEndPoint As New System.Net.IPEndPoint(System.Net.IPAddress.Any, 0) udpClientM1.Connect("72.165.61.136", 27010) ' Main Server RemoteIpEndPoint = udpClientM1.Client.RemoteEndPoint pret = udpClientM1.Send(byteArray, byteArray.Length) receivedBytes = udpClientM1.Receive(RemoteIpEndPoint) Dim retrievedServers() As String = browser_ToStringOriginal(receivedBytes).Split(" ") Return retrievedServers End Function Public Shared Function browser_ToStringOriginal(ByVal bytes As Byte()) As String Dim hexString As String = "" For i As Integer = 0 To bytes.Length - 1 Dim newByteStr As String = Convert.ToString(bytes(i), 16) If newByteStr.Length < 2 Then ' Hex pair must always have two chars hexString += "0" & newByteStr & " " Else hexString += newByteStr & " " End If Next Return hexString End Function Public Shared Function browser_ToString(ByVal bytes As Byte()) As String Dim hexString As String = "" For i As Integer = 0 To bytes.Length - 1 hexString += bytes(i).ToString("X2") Next Return hexString End Function Public Shared Function browser_GetBytes(ByVal hexString As String, ByRef discarded As Integer) As Byte() discarded = 0 Dim newString As String = "" Dim c As Char ' remove all none A-F, 0-9, characters For i As Integer = 0 To hexString.Length - 1 c = hexString(i) If IsHexDigit(c) Then newString += c Else discarded += 1 End If Next ' if odd number of characters, discard last character If newString.Length Mod 2 <> 0 Then discarded += 1 newString = newString.Substring(0, newString.Length - 1) End If Dim byteLength As Integer = newString.Length / 2 Dim bytes As Byte() = New Byte(byteLength - 1) {} Dim hex As String Dim j As Integer = 0 For i As Integer = 0 To bytes.Length - 1 hex = New [String](New [Char]() {newString(j), newString(j + 1)}) bytes(i) = HexToByte(hex) j = j + 2 Next Return bytes End Function
The above code will do the following: Connect to the master server, send a UDP query with specific variables (region code, start seed, filters), receive packet into byte array, convert byte array in hex array.
Now that we have converted the byte array into a hex array, we must convert each hex pair into its int32 equivalent.
Dim serverList As New Hashtable() Private Sub browser_ParsePacket(Byval packet As String()) Dim countPrimary, countSecondary As Integer Dim address, portBuilder, lastAddress As String Try For Each hexPair As String In packet If Not hexPair = Nothing Then countPrimary += 1 If countPrimary > 6 Then If countSecondary <= 2 Then ' Get first 3 octets address = address & Convert.ToInt32(hexPair, 16) & "." ElseIf countSecondary = 3 Then ' Fourth octet must have a trailing : address = address & Convert.ToInt32(hexPair, 16) ElseIf countSecondary > 3 Then ' Get last two hex pairs to form the port portBuilder = portBuilder & hexPair End If If countSecondary = 5 Then ' Convert the combined hex pairs into an integer portBuilder = Convert.ToInt32(portBuilder, 16) End If countSecondary += 1 End If If countSecondary = 6 Then lastAddress = address & ":" & portBuilder serverList.Add(serverList.Count + 1, address & ":" & portBuilder) countSecondary = 0 portBuilder = 0 address = String.Empty End If End If Next Catch ex As Exception MsgBox(ex.Message) End Try If Not lastAddress = "0.0.0.0:0" Then browser_ConnectMaster(lastAddress, "\napp\500", "00") Exit Sub Else For Each item As DictionaryEntry In serverList browser_HostConnect(item.Value) Next End If End Sub
This above code will go through each and every hex pair in the array. Ever 6 pairs (12 characters) is another IP address. It will add the found IP address to hashtable which can again be put through a loop to extract the addresses to connect and query later on.
End of IP address list
The full requested IP list may not fit in 1 x packet. Subsequent packets must be requested by using the last received IP address and Port as the 'seed' in the next request.
The end of the IP list is indicated by a received IP address of 0.0.0.0 Port:0.
Code example
Game server to master server
Join
Shortly after a game server has been initialized, it picks two master servers to "join." In order for clients to see a particular game server when they click on the "Internet" tab, the game server must be present in the Steam master servers' records.
The game server sends each master server "q" (71
).
The master servers each respond by sending FF FF FF FF 73 0A
followed by a (relatively) unique 4-byte "challenge" number. If you send the master servers an invalid challenge, you will get another challenge as a response.
Challenge response
After receiving the challenge packet, the game server then sends its challenge information in the following format:
Goldsource
002a 30 0a 5c 70 72 6f 0.\pro 0030 74 6f 63 6f 6c 5c 34 37 5c 63 68 61 6c 6c 65 6e tocol\47\challen 0040 67 65 5c 31 33 33 39 38 39 35 37 30 32 5c 70 6c ge\1339895702\pl 0050 61 79 65 72 73 5c 30 5c 6d 61 78 5c 32 5c 62 6f ayers\0\max\2\bo 0060 74 73 5c 30 5c 67 61 6d 65 64 69 72 5c 63 73 74 ts\0\gamedir\cst 0070 72 69 6b 65 5c 6d 61 70 5c 64 65 5f 64 75 73 74 rike\map\de_dust 0080 5c 74 79 70 65 5c 64 5c 70 61 73 73 77 6f 72 64 \type\d\password 0090 5c 30 5c 6f 73 5c 6c 5c 73 65 63 75 72 65 5c 30 \0\os\l\secure\0 00a0 5c 6c 61 6e 5c 30 5c 76 65 72 73 69 6f 6e 5c 31 \lan\0\version\1 00b0 2e 31 2e 32 2e 35 2f 53 74 64 69 6f 5c 72 65 67 .1.2.5/Stdio\reg 00c0 69 6f 6e 5c 32 35 35 5c 70 72 6f 64 75 63 74 5c ion\255\product\ 00d0 63 73 74 72 69 6b 65 0a cstrike.
The challenge number is simply the challenge sent by the master server converted to an int.
Source
002a 30 0a 5c 70 72 6f 0.\pro 0030 74 6f 63 6f 6c 5c 37 5c 63 68 61 6c 6c 65 6e 67 tocol\7\challeng 0040 65 5c 31 33 33 39 36 31 38 32 33 5c 70 6c 61 79 e\133961823\play 0050 65 72 73 5c 30 5c 6d 61 78 5c 32 5c 62 6f 74 73 ers\0\max\2\bots 0060 5c 30 5c 67 61 6d 65 64 69 72 5c 63 73 74 72 69 \0\gamedir\cstri 0070 6b 65 5c 6d 61 70 5c 64 65 5f 64 75 73 74 5c 70 ke\map\de_dust\p 0080 61 73 73 77 6f 72 64 5c 30 5c 6f 73 5c 6c 5c 6c assword\0\os\l\l 0090 61 6e 5c 30 5c 72 65 67 69 6f 6e 5c 32 35 35 5c an\0\region\255\ 00a0 74 79 70 65 5c 64 5c 73 65 63 75 72 65 5c 30 5c type\d\secure\0\ 00b0 76 65 72 73 69 6f 6e 5c 31 2e 30 2e 30 2e 32 38 version\1.0.0.28 00c0 5c 70 72 6f 64 75 63 74 5c 63 73 74 72 69 6b 65 \product\cstrike 00d0 0a .
The challenge number is simply the challenge sent by the master server converted to an int.
Orangebox
0000 30 0a 5c 70 72 6f 74 6f 63 6f 6c 5c 37 5c 63 68 0.\protocol\7\ch 0010 61 6c 6c 65 6e 67 65 5c 31 39 35 39 36 38 37 33 allenge\19596873 0020 39 39 5c 70 6c 61 79 65 72 73 5c 31 5c 6d 61 78 99\players\1\max 0030 5c 34 5c 62 6f 74 73 5c 30 5c 67 61 6d 65 64 69 \4\bots\0\gamedi 0040 72 5c 74 66 5c 6d 61 70 5c 61 72 65 6e 61 5f 62 r\tf\map\arena_b 0050 61 64 6c 61 6e 64 73 5c 70 61 73 73 77 6f 72 64 adlands\password 0060 5c 30 5c 6f 73 5c 77 5c 6c 61 6e 5c 31 5c 72 65 \0\os\w\lan\1\re 0070 67 69 6f 6e 5c 2d 31 5c 67 61 6d 65 74 79 70 65 gion\-1\gametype 0080 5c 61 72 65 6e 61 5c 74 79 70 65 5c 6c 5c 73 65 \arena\type\l\se 0090 63 75 72 65 5c 30 5c 76 65 72 73 69 6f 6e 5c 31 cure\0\version\1 00a0 2e 30 2e 34 2e 33 5c 70 72 6f 64 75 63 74 5c 74 .0.4.3\product\t 00b0 66 0a f.
The challenge number is simply the challenge sent by the master server converted to an int.
Differences
The field order is a bit different with Source than with Goldsource.
Goldsource | protocol | challenge | players | max | bots | gamedir | map | type | password | os | secure | lan | version | region | product |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Source | protocol | challenge | players | max | bots | gamedir | map | password | os | lan | region | type | secure | version | product |
Heartbeat
A "heartbeat" occurs every five minutes in order to let the master servers know that a game server is still "alive". The game server simply goes through the process of "joining" the master server list again.
Quit
- Goldsource
- The game server sends the master server
62 0A
to signal that the game server has shut down. - Source
- The game server sends the master server
62 0A 00
to signal that the game server has shut down.