Source Server Query Library
Contents
- 1 About
- 2 Author
- 3 Languages
- 4 How to use
- 5 Manual
- 5.1 Structures
- 5.2 Unions
- 5.3 Functions
- 5.3.1 SSQ_Callback
- 5.3.2 SSQ_FormatBatchReply
- 5.3.3 SSQ_GetBatchReply
- 5.3.4 SSQ_GetInfoReply
- 5.3.5 SSQ_GetPlayerReply
- 5.3.6 SSQ_GetRconReply
- 5.3.7 SSQ_GetRuleName
- 5.3.8 SSQ_GetRuleValue
- 5.3.9 SSQ_GetRulesReply
- 5.3.10 SSQ_Initialize
- 5.3.11 SSQ_Ping
- 5.3.12 SSQ_SetCallbackAddress
- 5.3.13 SSQ_SetGameServer
- 5.3.14 SSQ_SetLogStatus
- 5.3.15 SSQ_SetMasterServer
- 5.3.16 SSQ_SetTimeout
- 6 Download
- 7 Fixes
- 8 See
About
The Source Server Query Library simplifies the communication with Source game servers and Source master servers.
You do not have to deal with the Source Server Query Protocol and can focus on integrating the library into e.g. a game browser, a remote console application etc.
With Source Server Query Library you can:
- Get latency times of game servers
- Receive general information about game servers
- Receive player details of players on game servers
- Receive game rules of game servers
- Receive logs of game servers
- Receive a list of game servers from a master server
- Send remote commands to game servers and receive the responses
Author
Pascal Herget
Languages
Currently only for C/C++.
How to use
Include:
#include "ssq.h"
First, initialize SSQ:
SSQ_Initialize( false );
It's also a smart idea to set the timeout to something else than infinity (note: this currently only works for listening to messages, not to connection attempts with the server):
SSQ_SetTimeout( SSQ_GS_TIMEOUT, 3000 ); // 3 seconds
Then, set the game server address:
bool connectionSuccess = SSQ_SetGameServer( "127.0.0.1:27015" );
If the connection was succesful, you can query the server, and if that succeeds, you can use the data:
if( connectionSuccess )
{
PSSQ_INFO_REPLY reply = new SSQ_INFO_REPLY; // Watch out! Memory leak here! Make this a private member that is cleaned up appropriately.
if( SSQ_GetInfoReply( reply ) )
{
char logmsg[4];
if( reply )
{
Q_snprintf( logmsg, sizeof(logmsg), "%c", reply ->dedicated );
Log( (const char*) logmsg );
}
}
}
When you're done using it, clean up:
SSQ_Initialize( true);
Manual
Structures
SSQ_BATCH_REPLY
The SSQ_BATCH_REPLY structure is filled with raw game server addresses.
typedef struct{
long num_servers;
long data_size;
char* data;
}SSQ_BATCH_REPLY,
*PSSQ_BATCH_REPLY;
Members
- num_servers
Number of game server addresses.
- data_size
Size of the data pointed to by data.
- data
Pointer to the raw game server addresses.
Remarks
The addresses are stored as an array of 6 byte addresses (4 byte numerical address + 2 byte port). The last address (in a complete callback loop) is 0 for all 6 bytes.
SSQ_INFO_REPLY
The SSQ_INFO_REPLY structure is filled with information about a game server.
typedef struct{
char version;
char hostname[256];
char map[32];
char game_directory[32];
char game_description[256];
short app_id;
char num_players ;
char max_players;
char num_of_bots;
char dedicated;
char os;
char password;
char secure;
char game_version[32];
}SSQ_INFO_REPLY,
*PSSQ_INFO_REPLY;
Members
- version
Network protocol version of the game server.
- hostname
Hostname of the game server.
- map
Current map on the game server.
- game_directory
Game directory of the game server.
- game_description
Description of the game running on the game server.
- app_id
Steam Application Identifier.
- num_players
Current number of players on the game server.
- max_players
Maximum allowed players on the game server.
- num_of_bots
Current number of bots on the game server.
- dedicated
Value is "d" for dedicated server and "l" for listen server.
- os
Value is 'l' for Linux and 'w' for Windows. OS running on the game server.
- password
Value is 1 if the game server is password protected.
- secure
Value is 1 if the game server has Valve Anti-Cheat.
- game_version
Version of the game running on the game server.
Remarks
Strings are truncated if they are longer than the buffer.
SSQ_PLAYER_ITEM
The SSQ_PLAYER_ITEM structure contains player details.
typedef struct{
char index;
char player_name[32];
long kills;
float time_connected;
}SSQ_PLAYER_ITEM,
*PSSQ_PLAYER_ITEM;
Members
- index
Slot index of the player on the game server.
- player_name
Name of the player as a string.
- kills
All kills the player made.
- time_connected
Time that passed since the player joined the game server.
Remarks
The index member will be -1 and the other members 0 when the player is just connecting.
SSQ_PLAYER_REPLY
The SSQ_PLAYER_REPLY structure is filled with details of players on a game server.
typedef struct{
char num_players;
SSQ_PLAYER_ITEM player[64];
}SSQ_PLAYER_REPLY,
*PSSQ_PLAYER_REPLY;
Members
- num_players
Number of players on the game server.
- player
Array of a SSQ_PLAYER_ITEM structure.
Remarks
The num_players member includes players that are just connecting and whose details are not yet available.
SSQ_RULES_REPLY
The SSQ_RULES_REPLY structure is filled with rules from a game server.
typedef struct{
short num_rules;
long data_size;
char* data;
}SSQ_RULES_REPLY,
*PSSQ_RULES_REPLY;
Members
- num_rules
Number of rules.
- data_size
Size of the data pointed to by data.
- data
Pointer to the rule strings.
Remarks
The rules are in the order "rule name","rule value". All strings are null-terminated.
Unions
SSQ_REPLY_UNION
The SSQ_REPLY_UNION union contains a pointer to callback reply data or a notification.
typedef union{
PSSQ_BATCH_REPLY batch_reply;
char* log_reply;
PSSQ_RULES_REPLY rules_reply;
char* rcon_reply;
BOOL log_notify
}SSQ_REPLY_UNION,
*PSSQ_REPLY_UNION;
Members
- batch_reply
Pointer to a SSQ_BATCH_REPLY structure.
- log_reply
Pointer to a log string.
- rules_reply
Pointer to a SSQ_RULES_REPLY structure.
- rcon_reply
Pointer to a rcon string.
- log_notify
TRUE if the log thread exited normally, FALSE if an error occured.
Remarks
Use the type parameter in the SSQ_Callback function to see which member is valid.
Functions
SSQ_Callback
The SSQ_Callback function is an application-defined callback function.
BOOL WINAPI SSQ_Callback(
DWORD type,
PSSQ_REPLY_UNION reply
);
Parameters
[in]type
Type of the callback reply. This parameter can be one of the following values.
- SSQ_BATCH_REPLY_CALLBACK
List of game servers received from a master server.
- SSQ_LOG_REPLY_CALLBACK
A log received from a game server.
- SSQ_RCON_REPLY_CALLBACK
Response of a rcon command sent to a game server.
- SSQ_RULES_REPLY_CALLBACK
List of rules received from a game server.
- SSQ_LOG_THREAD_NOTIFY
Notification about the exit of the log thread. The log status cannot be disabled when the log thread exited.
[in]reply
Pointer to a SSQ_REPLY_UNION union.
Return Values
The function should return TRUE to get all messages of a message loop.
If the function returns FALSE a message loop, if exists, will break.
Remarks
Make sure to use only the data in the reply union that corresponds to the type of the message. The pointer in the reply union will only be valid in the context of the SSQ_Callback function.
SSQ_FormatBatchReply
The SSQ_FormatBatchReply function formats a raw data address into a dotted address string.
char* WINAPI SSQ_FormatBatchReply(
PSSQ_BATCH_REPLY batch_reply,
int index
);
Parameters
[in]batch_reply
Pointer to a SSQ_BATCH_REPLY structure.
[in]index
Index of the raw data address.
Return Values
If the function succeeds the return value is a pointer to a dotted address string.
If the function fails the return value is 0.
Remarks
The pointer returned is only valid till the next call of SSQ_FormatBatchReply.
SSQ_GetBatchReply
The SSQ_GetBatchReply function receives a list of game servers from the master server.
BOOL WINAPI SSQ_GetBatchReply(
BYTE region,
char* filter
);
Parameters
[in]region
Region to receive game servers from. This parameter can be one of the following values.
- SSQ_USA_EAST
- SSQ_USA_WEST
- SSQ_SOUTH_AMERICA
- SSQ_EUROPE
- SSQ_ASIA
- SSQ_AUSTRALIA
- SSQ_MIDDLE_EAST
- SSQ_AFRICA
- SSQ_WORLD
[in]filter
Filter strings delimted by a backslash "\". This parameter can be a combination of the following strings.
- "\\empty" "\\1"
Finds game servers not empty.
- "\\full" "\\1"
Finds game servers not full.
- "\\gamedir" (e.g. "\\cstrike")
Finds game servers running the specified game.
- "\\linux" "\\1"
Finds game servers running on Linux.
- "\\map" (e.g. "\\de_dust")
Finds game servers with the specified map.
- "\\proxy" "\\1"
Finds spectator-only servers.
- "\\secure" "\\1"
Finds game servers with Valve Anti-Cheat.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_GetBatchReply uses the server set by SSQ_SetMasterServer. The game server data is sent to the SSQ_Callback callback function with a type of SSQ_BATCH_REPLY_CALLBACK.
SSQ_GetInfoReply
The SSQ_GetInfoReply function receives information about a game server.
BOOL WINAPI SSQ_GetInfoReply(
PSSQ_INFO_REPLY info_reply
);
Parameters
[out]info_reply
Pointer to a SSQ_INFO_REPLY structure that is filled by the function.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_GetInfoReply does not need authentication from the game server unlike SSQ_GetPlayerReply and SSQ_GetRulesReply. SSQ_GetInfoReply uses the server set by SSQ_SetGameServer.
SSQ_GetPlayerReply
The SSQ_GetPlayerReply function receives details about the players on a game server.
BOOL WINAPI SSQ_GetPlayerReply(
PSSQ_PLAYER_REPLY player_reply
);
Parameters
[out]player_reply
Pointer to a SSQ_PLAYER_REPLY structure that is filled by the function.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_GetPlayerReply uses the server set by SSQ_SetGameServer.
SSQ_GetRconReply
The SSQ_GetRconReply function sends remote console commands and receives the reply.
BOOL WINAPI SSQ_GetRconReply(
char* password,
char* command
);
Parameters
[in]password
Remote console password.
[in]command
Remote console command.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
The game server will ban a client address if the client has too many invalid password attempts. The reply is sent to the SSQ_Callback callback function with a type of SSQ_RCON_REPLY_CALLBACK.
SSQ_GetRuleName
The SSQ_GetRuleName function returns a pointer to a rule name in the given rules structure.
char* WINAPI SSQ_GetRuleName(
PSSQ_RULES_REPLY rules_reply,
short index
);
Parameters
[in]rules_reply
Pointer to a SSQ_RULES_REPLY structure.
[in]index
Index of the rule.
Return Values
If the function succeeds the return value is a pointer to a rule name.
If the function fails the return value is 0.
Remarks
For the rules_reply parameter use a struct that was filled by the SSQ_GetRulesReply function.
SSQ_GetRuleValue
The SSQ_GetRuleValue function returns a pointer to a rule value in the given rules structure.
char* WINAPI SSQ_GetRuleValue(
PSSQ_RULES_REPLY rules_reply,
short index
);
Parameters
[in]rules_reply
Pointer to a SSQ_RULES_REPLY structure.
[in]index
Index of the rule.
Return Values
If the function succeeds the return value is a pointer to a rule value.
If the function fails the return value is 0.
Remarks
For the rules_reply parameter use a struct that was filled by the SSQ_GetRulesReply function.
SSQ_GetRulesReply
The SSQ_GetRulesReply function receives a list of game rules from the game server.
BOOL WINAPI SSQ_GetRulesReply();
Parameters
This function has no parameters.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_GetRulesReply uses the server set by SSQ_SetGameServer. The game rules are sent to the SSQ_Callback callback function with a type of SSQ_RULES_REPLY_CALLBACK.
SSQ_Initialize
The SSQ_Initialize function initializes or exits the SSQ module.
BOOL WINAPI SSQ_Initialize(
BOOL exit
);
Parameters
[in]exit
If TRUE exits, if FALSE initializes.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_Initialized has to be called before and after using SSQ functions. Do not proceed if initialization fails.
SSQ_Ping
The SSQ_Ping function returns the latency of the current game server.
DWORD WINAPI SSQ_Ping();
Parameters
This function has no parameters.
Return Values
If the function succeeds the return value is the latency to the game server in milliseconds.
If the function fails the return value is 0xFFFFFFFF.
Remarks
SSQ_Ping uses the server set by SSQ_SetGameServer.
SSQ_SetCallbackAddress
The SSQ_SetCallbackAddress function sets the function that will receive callback messages.
BOOL WINAPI SSQ_SetCallbackAddress(
SSQ_CALLBACK callback
);
Parameters
[in]callback
Address of the callback function. For more information about the function, see SSQ_Callback.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
A callback must be set for the functions SSQ_GetBatchReply, SSQ_GetRconReply, SSQ_GetRulesReply and SSQ_SetLogStatus.
SSQ_SetGameServer
The SSQ_SetGameServer function sets the current game server.
BOOL WINAPI SSQ_SetGameServer(
char* address
);
Parameters
[in]address
The address of the game server to set. Can be a numerical address with port or a hostname address with port in the form "127.0.0.1:27015" or "localhost:27015".
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_SetGameServer is needed for the functions SSQ_GetInfoReply, SSQ_GetPlayerReply, SSQ_GetRconReply, SSQ_GetRulesReply and SSQ_Ping.
SSQ_SetLogStatus
The SSQ_SetLogStatus function enables or disables the listening for incoming logs.
BOOL WINAPI SSQ_SetLogStatus(
BOOL status,
USHORT port
);
Parameters
[in]status
Logging status.
[in]port
Port to listen on.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
Make sure that the port is forwarded if the client is behind a router/firewall. The port must not be used by another application. Logging is off by default. The port parameter is ignored if status is FALSE.
To activate and change the log on the game server use the following remote console commands.
- log
- logaddress_add
- logaddress_del
- logaddress_delall
- logaddress_list
- mp_logdetail
- sv_log_onefile
- sv_logbans
- sv_logblocks
- sv_logdownloadlist
- sv_logecho
- sv_logfile
- sv_logsdir
Look in the game documentation to get details about the commands. The logs are sent to the SSQ_Callback callback function with a type of SSQ_LOG_REPLY_CALLBACK.
SSQ_SetMasterServer
The SSQ_SetMasterServer function sets the current master server.
BOOL WINAPI SSQ_SetMasterServer(
char* address
);
Parameters
[in]address
The address of the master server to set. Can be a numerical address with port or a hostname address with port in the form "207.173.177.11:27011" or "steam1.steampowered.com:27011".
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
SSQ_SetMasterServer is needed for the function SSQ_GetBatchReply.
SSQ_SetTimeout
The SSQ_SetTimeout function sets the time that SSQ functions will wait for sending and receiving packets.
BOOL WINAPI SSQ_SetTimeout(
DWORD type,
int timeout
);
Parameters
[in]type
Specifies the function group to set the timeout value for. This parameter can be a combination of the following flags.
- SSQ_GS_TIMEOUT
- SSQ_GetInfoReply
- SSQ_GetPlayerReply
- SSQ_GetRulesReply
- SSQ_Ping
- SSQ_SetGameServer
- SSQ_LOG_TIMEOUT
- SSQ_LogThread (internal function)
- SSQ_SetLogStatus
- SSQ_MS_TIMEOUT
- SSQ_GetBatchReply
- SSQ_SetMasterServer
- SSQ_RCON_TIMEOUT
- SSQ_GetRconReply
[in]timeout
Time in milliseconds to wait.
Return Values
If the function succeeds the return value is TRUE.
If the function fails the return value is FALSE.
Remarks
The default timeout value is 0 for infinite.
Download
Binary: SSQbeta1.zip
Source: SSQbeta2_src.zip
Mirror: on github
Source, modified for use in the Source engine (Windows): [1] [2] (Just include ssq.h and you're in business)
Fixes
uhx : Hey guys, theres error in the SSQ_GetPlayerReply function.
You should add this code
// Receiving FF FF FF FF 41 .. .. .. ..
if(recv(ssq_socket[SSQ_UDP_GS], rs_buffer, max_rs_size, 0) < 1)
return FALSE;
if(rs_buffer[4] != S2C_CHALLENGE)
return FALSE;
// FF FF FF FF 55 .. .. .. ..
rs_buffer[4] = 0x55;
// Sending CHALLENGE NUMBER
send(ssq_socket[SSQ_UDP_GS], rs_buffer, A2S_PLAYER_LENGTH, 0);
after A2S_PLAYER request ( send(ssq_socket[SSQ_UDP_GS],A2S_PLAYER,A2S_PLAYER_LENGTH,0) )