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SteamQueryNet

SteamQueryNet is a C# wrapper for Steam Server Queries UDP protocol. It is;

  • Light
  • Dependency free
  • Written in .net standard 2.0 so that it works with both .NET framework 4.6+ and core.

How to install ?

Check out SteamQueryNet on nuget.

How to use ?

SteamQueryNet comes with a single object that gives you access to all API's of the Steam protocol which are;

  • Server information (server name, capacity etc).
  • Concurrent players.
  • Server rules (friendlyfire, roundttime etc). Warning: currently does not work due to a protocol issue on steam server query API. Use could make use of ServerInfo.tags if the server admins are kind enough to put rules as tags in the field.

Creating an instance

To make use of the API's listed above, an instance of ServerQuery should be created.

string serverIp = "127.0.0.1";
int serverPort = 27015;
IServerQuery serverQuery = new ServerQuery(serverIp, serverPort);

or you can use string resolvers like below:

    string myHostAndPort = "127.0.0.1:27015";
    // or
    myHostAndPort = "127.0.0.1,27015";
    // or
    myHostAndPort = "localhost:27015";
    // or
    myHostAndPort = "localhost,27015";
    // or
    myHostAndPort = "steam://connect/127.0.0.1:27015";
    // or
    myHostAndPort = "steam://connect/localhost:27015";

    IServerQuery serverQuery = new ServerQuery(myHostAndPort);

Also, it is possible to create ServerQuery object without connecting like below:

IServerQuery serverQuery = new ServerQuery();
serverQuery.Connect(host, port);

Note: Connect function overloads are similar to ServerQuery non-empty constructors.

Providing Custom UDPClient

You can provide custom UDP clients by implementing IUdpClient in SteamQueryNet.Interfaces namespace.

See the example below:

public class MyAmazingUdpClient : IUdpClient
    {
        public bool IsConnected { get; }

        public void Close()
        {
            // client implementation
        }

        public void Connect(IPEndPoint remoteIpEndpoint)
        {
            // client implementation
        }

        public void Dispose()
        {
            // client implementation
        }

        public Task<UdpReceiveResult> ReceiveAsync()
        {
            // client implementation
        }

        public Task<int> SendAsync(byte[] datagram, int bytes)
        {
            // client implementation
        }
    }

    // Usage
    IPEndpoint remoteIpEndpoint = new IPEndPoint(IPAddress.Parse(remoteServerIp), remoteServerPort);

    IUdpClient myUdpClient = new MyAmazingUdpClient();
    IServerQuery serverQuery = new ServerQuery(myUdpClient, remoteIpEndpoint);

once its created functions below returns informations desired,

ServerInfo

ServerInfo serverInfo = serverQuery.GetServerInfo();

Players

List<Player> players = serverQuery.GetPlayers();

Rules

List<Rule> rules = serverQuery.GetRules();

While it is not encouraged, you can chain Connect function or Non-empty Constructors to get information in a single line.

ServerInfo serverInfo = new ServerQuery()
.Connect(host, port)
.GetServerInfo();

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