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* [Protocol] Gamespy3 initial code * [Protocol] Add rest of challenge solving * [Protocol] Remove unused stuff * [Protocol] Remove adding unused bytes * [Protocol] Clean up code * [Protocol] Make gs3 a struct * [Protocol] Add initial key-value parsing * [Protocol] Manage multiple packets * [Protocol] Split server vars and other vars * Revert "[Protocol] Split server vars and other vars" This reverts commit 9a930aeb68802fcf3d0908a2e031dfea054d37d0. * [Protocol] Proper packet management and initial response struct * [Protocol] Fix players_minimum * [Protocol] Fix server vars to parse only the first packet * [Protocol] Update CHANGELOG.md * [Protocol] Initial player parsing * [Protocol] Split GS one and three * [Protocol] Add common code file * [Protocol] Change static to const * [Protocol] Fix players_online and break on data to map on empty key * [Protocol] Remove unused types and printlns * [Protocol] Add teams parsing * [Protocol] Split key_values and parsing data * [Crate] Update PROTOCOLS.md
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A protocol is defined as proprietary if it is being used only for a single scope (or series, like Minecraft).
Supported protocols:
| Name | For | Proprietary? | Documentation reference | Notes |
|---|---|---|---|---|
| Valve Protocol | Games | No | Server Queries | In some cases, the players details query might contain some 0-length named players. Multi-packet decompression not tested. |
| Minecraft | Games | Yes | Java: List Server Protocol Bedrock: Node-GameDig Source |
|
| GameSpy | Games | No | One: Node-GameDig Source Three: Node-GameDig Source | These protocols are not really standardized, gamedig tries to get the most common fields amongst its supported games, if there are parsing problems, use the query_vars function. |
Planned to add support:
_