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* [Protocol] Initial packet receive implementation * [Protocol] Add key extraction * [Protocol] Fix new Ipv4Addr query address and get string with unended * [Protocol] Properly parse the received data * [Protocol] Add parse players * [Protocol] Add bots * [Protocol] Extract into functions * [Protocol] Remove quotes from player name * [Protocol] Add two and three files * [Protocol] Make quake queries very modular * [Protocol] Remove the need of a client instance * [Protocol] Revesed if statement * [Protocol] Apply clippy fixes and replace String by &str in get send header * [Protocol] Add one and three implementations * [Protocol] Add quake2 and quake3 to master_querant * [Protocol] Fix Q2 implementation * [Protocol] Change from Ipv4Addr to IpAddr * [Protocol] Fix Q3 response header * [Protocol] Fix Q3 response * [Crate] Add Q1, 2 and 3 to changelog and protocols * [Protocol] Extract client into separate file and add some docs
3.3 KiB
3.3 KiB
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. |
| Quake | Games | No | One: Node-GameDig Source Two: Node-GameDig Source Three: Node-GameDig Source |
Planned to add support:
_