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You can query information from a running game server using UDP/IP packets. This document describes the packet formats and protocol to access this data.
Data Types
All server queries consist of five basic types of data packed together into a data stream. All types are little endian, which is the default on most languages on x86 CPUs. Java users should use ByteBuffer to convert.
Name |
Description
|
byte |
8 bit character or unsigned integer
|
short |
16 bit signed integer
|
long |
32 bit signed integer
|
float |
32 bit floating point
|
long long |
64 bit unsigned integer
|
string |
variable-length byte field, encoded in UTF-8, terminated by 0x00
|
Protocol
Steam uses a packet size of 1400 bytes + IP/UDP headers. If a request or response needs more packets for the data it starts the packets with an additional header.
Simple Response
Data |
Type |
Comment
|
Header |
long |
Always equal to -1 (0xFFFFFFFF). Means it isn't split.
|
Payload
|
Multi-packet Response
Data |
Type |
Comment
|
Header |
long |
Always equal to -2 (0xFFFFFFFE). Means the packet is split.
|
ID |
long |
Unique number assigned by server per answer.
|
Packet number |
byte |
Upper 4 bits represent the number of the current packet (starting at 0) and bottom 4 bits represent the total number of packets (2 to 15).
|
Payload
|
Data |
Type |
Comment
|
Header |
long |
Always equal to -2 (0xFFFFFFFE). Means the packet is split.
|
ID |
long |
Same as the Goldsource server meaning. However, if the most significant bit is 1, then the response was compressed with bzip2 before being cut and sent. Refer to compression procedure below.
|
Total |
byte |
The total number of packets in the response.
|
Number |
byte |
The number of the packet. Starts at 0.
|
Size |
short |
(Orange Box Engine and above only.) Maximum size of packet before packet switching occurs. The default value is 1248 bytes (0x04E0), but the server administrator can decrease this. For older engine versions: the maximum and minimum size of the packet was unchangeable.
|
This is only present in the first packet of the response and only if the response is being compressed.
Data |
Type |
Comment
|
Size |
long |
Size of the whole response once it is decompressed.
|
CRC32 sum |
long |
CRC32 checksum of uncompressed response.
|
To uncompress this response: collect and assemble all the packets of the answer, then pass that into a function like BZ2_bzBuffToBuffDecompress() in C, bzdecompress() in PHP, or bz2.decompress() in Python.
|
Payload
|
Because UDP packets can arrive in different order or delayed, every packet should be verified by its "ID" and "Number"! Every request or response with or without this header is continued with an integer -1 (0xFFFFFFFF) and the user data.
So by reading the first 4 bytes you can decide whether the data is split (-2) or in one packet (-1).
Warning:TF2 currently does not split replies, expect A2S_PLAYER and A2S_RULES to be simply cut off after 1260 bytes.
Requests
The server responds to 5 queries:
A2A_PING
- Ping the server.
A2S_SERVERQUERY_GETCHALLENGE
- Returns a challenge number for use in the player and rules query.
A2S_INFO
- Basic information about the server.
A2S_PLAYER
- Details about each player on the server.
A2S_RULES
- The rules the server is using.
Queries should be sent in UDP packets to the listen port of the server.
A2A_PING
Ping the server to see if it exists, this can be used to calculate the latency to the server.
Warning:According to an official, Valve mailing list posted on the Talk Page, A2A_PING is no longer supported on Counter Strike: Source and Team Fortress 2 servers at this time, and is considered a deprecated feature.
Request format
Data |
Type |
Value
|
Header |
byte |
'i' (0x69)
|
Response format
Data |
Type |
Value
|
Header |
byte |
'j' (0x6A)
|
Payload |
string |
Null
|
Data |
Type |
Value
|
Heading |
byte |
'j' (0x6A)
|
Payload |
string |
'00000000000000'
|
FF FF FF FF 6A 30 30 30 30 30 30 30 30 30 30 30 ÿÿÿÿj00000000000
30 30 30 00 000.
|
A2S_INFO
Retrieves information about the server including, but not limited to: its name, the map currently being played, and the number of players.
Request format
Data |
Type |
Value
|
Header |
byte |
'T' (0x54)
|
Payload |
string |
"Source Engine Query"
|
FF FF FF FF 54 53 6F 75 72 63 65 20 45 6E 67 69 ÿÿÿÿTSource Engi
6E 65 20 51 75 65 72 79 00 ne Query
|
Response format
Warning:This is obsolete. GoldSource servers (except for HLTV ones?) now report using the same protocol as Source servers. To differentiate between (for example) Counter-Strike and Counter-Strike: Source, or other games with the same gamedir, use the Steam AppId.
Data |
Type |
Comment
|
Header |
byte |
Always equal to 'm' (0x6D.)
|
Address |
string |
IP address and port of the server.
|
Name |
string |
Name of the server.
|
Map |
string |
Map the server has currently loaded.
|
Folder |
string |
Name of the folder containing the game files.
|
Game |
string |
Full name of the game.
|
Players |
byte |
Number of players on the server.
|
Max. Players |
byte |
Maximum number of players the server reports it can hold.
|
Protocol |
byte |
Protocol version used by the server.
|
Server type |
byte |
Indicates the type of server: - 'D' for dedicated server
- 'L' for non-dedicated server
- 'P' for a HLTV server
|
Environment |
byte |
Indicates the operating system of the server: - 'L' for Linux
- 'W' for Windows
|
Visibility |
byte |
Indicates whether the server requires a password: - 0 for public
- 1 for private
|
Mod |
byte |
Indicates whether the game is a mod:
|
These fields are only present in the response if "Mod" is 1:
Data |
Type |
Comment
|
Link |
string |
URL to mod website.
|
Download Link |
string |
URL to download the mod.
|
NULL |
byte |
NULL byte (0x00)
|
Version |
long |
Version of mod installed on server.
|
Size |
long |
Space (in bytes) the mod takes up.
|
Type |
byte |
Indicates the type of mod: - 0 for single and multiplayer mod
- 1 for multiplayer only mod
|
DLL |
byte |
Indicates whether mod uses its own DLL: - 0 if it uses the Half-Life DLL
- 1 if it uses its own DLL
|
|
VAC |
byte |
Specifies whether the server uses VAC: - 0 for unsecured
- 1 for secured
|
Bots |
byte |
Number of bots on the server.
|
Note:HLTV servers may respond with a late request that is either incomplete or incorrect if the number of slots is 255.
Data |
Type |
Comment
|
Header |
byte |
Always equal to 'I' (0x49.)
|
Protocol |
byte |
Protocol version used by the server.
|
Name |
string |
Name of the server.
|
Map |
string |
Map the server has currently loaded.
|
Folder |
string |
Name of the folder containing the game files.
|
Game |
string |
Full name of the game.
|
ID |
short |
Steam Application ID of game.
|
Players |
byte |
Number of players on the server.
|
Max. Players |
byte |
Maximum number of players the server reports it can hold.
|
Bots |
byte |
Number of bots on the server.
|
Server type |
byte |
Indicates the type of server: - 'D' for a dedicated server
- 'L' for a non-dedicated server
- 'P' for a SourceTV server
|
Environment |
byte |
Indicates the operating system of the server: - 'L' for Linux
- 'W' for Windows
|
Visibility |
byte |
Indicates whether the server requires a password: - 0 for public
- 1 for private
|
VAC |
byte |
Specifies whether the server uses VAC: - 0 for unsecured
- 1 for secured
|
These fields only exist in a response if the server is running The Ship:
Data |
Type |
Comment
|
Mode |
byte |
Indicates the game mode: - 0 for Hunt
- 1 for Elimination
- 2 for Duel
- 3 for Deathmatch
- 4 for VIP Team
- 5 for Team Elimination
|
Witnesses |
byte |
The number of witnesses necessary to have a player arrested.
|
Duration |
byte |
Time (in seconds) before a player is arrested while being witnessed.
|
|
Version |
string |
Version of the game installed on the server.
|
Extra Data Flag (EDF) |
byte |
If present, this specifies which additional data fields will be included.
|
Only if if ( EDF & 0x80 ) proves true:
Data |
Type |
Comment
|
Port |
short |
The server's game port number.
|
|
Only if if ( EDF & 0x10 ) proves true:
|
Only if if ( EDF & 0x40 ) proves true:
Data |
Type |
Comment
|
Port |
short |
Spectator port number for SourceTV.
|
Name |
string |
Name of the spectator server for SourceTV.
|
|
Only if if ( EDF & 0x20 ) proves true:
Data |
Type |
Comment
|
Keywords |
string |
Tags that describe the game according to the server (for future use.)
|
|
Only if if ( EDF & 0x01 ) proves true:
Data |
Type |
Comment
|
GameID |
long long |
The server's 64-bit GameID.
|
|
Example reply for Counter Strike: Source:
FF FF FF FF 49 02 67 61 6D 65 32 78 73 2E 63 6F ÿÿÿÿI.game2xs.co
6D 20 43 6F 75 6E 74 65 72 2D 53 74 72 69 6B 65 m Counter-Strike
20 53 6F 75 72 63 65 20 23 31 00 64 65 5F 64 75 Source #1.de_du
73 74 00 63 73 74 72 69 6B 65 00 43 6F 75 6E 74 st.cstrike.Count
65 72 2D 53 74 72 69 6B 65 3A 20 53 6F 75 72 63 er-Strike: Sourc
65 00 F0 00 05 10 04 64 6C 00 00 31 2E 30 2E 30 e......dl..1.0.0
2E 32 32 00 .22.
|
Example reply for The Ship:
FF FF FF FF 49 07 53 68 69 70 20 53 65 72 76 65 ÿÿÿÿI.Ship Serve
72 00 62 61 74 61 76 69 65 72 00 73 68 69 70 00 r.batavier.ship.
54 68 65 20 53 68 69 70 00 60 09 01 05 00 6C 77 The Ship.`....lw
00 00 01 03 03 31 2E 30 2E 30 2E 34 00 .....1.0.0.4.
|
Example reply for SiN 1 Multiplayer:
FF FF FF FF 49 2F 53 65 6E 73 65 6D 61 6E 6E 20 ÿÿÿÿI/Sensemann
53 69 4E 20 44 4D 00 70 61 72 61 64 6F 78 00 53 SiN DM.paradox.S
69 4E 20 31 00 53 69 4E 20 31 00 1D 05 00 10 00 iN 1.SiN 1......
6C 77 00 00 31 2E 30 2E 30 2E 30 00 lw..1.0.0.0.
|
Example reply for Rag Doll Kung Fu:
FF FF FF FF 49 FC 54 68 65 20 44 75 64 65 27 73 ÿÿÿÿIüThe Dude's
20 64 6F 6A 6F 00 53 6F 63 63 65 72 00 52 44 4B dojo.Soccer.RDK
46 53 6F 63 63 65 72 00 52 61 67 44 6F 6C 6C 4B FSoccer.RagDollK
75 6E 67 46 75 3A 20 53 6F 63 63 65 72 00 EA 03 ungFu: Soccer.ê.
01 04 00 00 77 00 00 32 2E 33 2E 30 2E 30 00 ....w..2.3.0.0.
|
A2S_SERVERQUERY_GETCHALLENGE
Request format
Challenge values are required for A2S_PLAYER
and A2S_RULES
requests, you can use this request to get one.
Note:You can also send A2S_PLAYER
and A2S_RULES
queries with a challenge value of -1 (0xFF FF FF FF)
and they will respond with a challenge value to use (using the response format below).
Warning:As of September 29, 2009, the implementation of this query does not function in Goldsource nor Left4Dead2 servers. Use the method described above as a workaround. For more, see the Talk Page
FF FF FF FF 57
Response format
Data |
Type |
Comment
|
Type |
byte |
Should be equal to 'A' (0x41)
|
Challenge |
long |
The challenge number to use
|
Example response:
FF FF FF FF 41 32 42 59 45
A2S_PLAYER
Request format
FF FF FF FF 55 <4 byte challenge number>
The challenge number can either be set to -1 (0xFF FF FF FF)
to have the server response with S2C_CHALLENGE
, or use the value from a previous A2S_SERVERQUERY_GETCHALLENGE
request.
Response format
The players response has two sections, the initial header:
Data |
Type |
Comment
|
Type |
byte |
Should be equal to 'D' (0x44)
|
Num Players |
byte |
The number of players reported in this response
|
Then for each player the following fields are sent:
Data |
Type |
Comment
|
Index |
byte |
The index into [0.. Num Players] for this entry
|
Player Name |
string |
Player's name
|
Kills |
long |
Number of kills this player has
|
Time connected |
float |
The time in seconds this player has been connected
|
Note: Java users can read the player score as an int and reverse the bytes with Integer.reverseBytes(int i).
Warning:As of September 29, 2009, Left4Dead2 returns an index of zero for all players.
A2S_RULES
Request format
FF FF FF FF 56 <4 byte challenge number>
The challenge number can either be set to -1 (0xFF FF FF FF)
to have the server reply with S2C_CHALLENGE
, or use the value from a previous A2S_SERVERQUERY_GETCHALLENGE
request.
Response format
The rules response has two sections, the initial header:
Data |
Type |
Comment
|
Type |
byte |
Should be equal to 'E' (0x45)
|
Num Rules |
short |
The number of rules reported in this response
|
Then for each rule the following fields are sent:
Data |
Type |
Comment
|
Rule Name |
string |
The name of the rule
|
Rule Value |
string |
The rule's value
|
Implementations
See Also