Its very similar to the existing GoldSRC one, see the code snippet below
for the exact format.
#define S2A_INFO_SRC 'I' // + Address, hostname,
map, gamedir, gamedescription, active players, maxplayers, protocol
unsigned char controlByte = msg->ReadByte();
if (controlByte != S2A_INFO_SRC) //
return false;
// read protocol version
msg->ReadByte();
Q_strncpy(server.name, msg->ReadString(), sizeof(server.name));
Q_strncpy(server.map, msg->ReadString(), sizeof(server.map));
Q_strncpy(server.gameDir, msg->ReadString(),
sizeof(server.gameDir));
strlwr(server.gameDir);
Q_strncpy(server.gameDescription, msg->ReadString(),
sizeof(server.gameDescription));
msg->ReadShort();
server.players = msg->ReadByte();
server.maxPlayers = msg->ReadByte();
server.botPlayers = msg->ReadByte();
msg->ReadByte(); // dedicated
msg->ReadByte(); // OS
server.password = msg->ReadByte();
server.secure = msg->ReadByte();
I still have to write up a quick description of the new RCON TCP/IP
format, hopefully sometime this weekend.
- Alfred
----Original Message----
From: Steven Hartland [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 11, 2004 6:32 PM
To: Alfred Reynolds
Subject: New query protocol for CS: Source?
> Looks like you've implemented a new query protocol for the hl2 engine
> do you have any details you can give me as I'm one the qstat
> maintainers and would like to add it to the supported games.
>
> http://www.qstat.org
> http://sourceforge.net/projects/qstat
>
> Steve / K
>
>
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