//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #if !defined( PROTO_OOB_H ) #define PROTO_OOB_H #ifdef _WIN32 #pragma once #endif // This is used, unless overridden in the registry #define VALVE_MASTER_ADDRESS "207.173.177.10:27011" #define PORT_RCON 27015 // Default RCON port, TCP #define PORT_MASTER 27011 // Default master port, UDP #define PORT_CLIENT 27005 // Default client port, UDP/TCP #define PORT_SERVER 27015 // Default server port, UDP/TCP #define PORT_HLTV 27020 // Default hltv port #define PORT_HLTV1 27021 // Default hltv[instance 1] port #define PORT_X360_RESERVED_FIRST 27026 // X360 reserved port first #define PORT_X360_RESERVED_LAST 27034 // X360 reserved port last #ifdef ENABLE_RPT #define PORT_RPT 27035 // default RPT (remote perf testing) port, TCP #define PORT_RPT_LISTEN 27036 // RPT connection listener (remote perf testing) port, TCP #endif // ENABLE_RPT #define PORT_REPLAY 27040 // Default replay port // out of band message id bytes // M = master, S = server, C = client, A = any // the second character will always be \n if the message isn't a single // byte long (?? not true anymore?) // Requesting for full server list from Server Master #define A2M_GET_SERVERS 'c' // no params // Master response with full server list #define M2A_SERVERS 'd' // + 6 byte IP/Port list. // Request for full server list from Server Master done in batches #define A2M_GET_SERVERS_BATCH 'e' // + in532 uniqueID ( -1 for first batch ) // Master response with server list for channel #define M2A_SERVER_BATCH 'f' // + int32 next uniqueID( -1 for last batch ) + 6 byte IP/Port list. // Request for MOTD from Server Master (Message of the Day) #define A2M_GET_MOTD 'g' // no params // MOTD response Server Master #define M2A_MOTD 'h' // + string // Generic Ping Request #define A2A_PING 'i' // respond with an A2A_ACK // Generic Ack #define A2A_ACK 'j' // general acknowledgement without info #define C2S_CONNECT 'k' // client requests to connect // Print to client console. #define A2A_PRINT 'l' // print a message on client // info request #define S2A_INFO_DETAILED 'm' // New Query protocol, returns dedicated or not, + other performance info. #define A2S_RESERVE 'n' // reserves this server for specific players for a short period of time. Fails if not empty. #define S2A_RESERVE_RESPONSE 'p' // server response to reservation request // Another user is requesting a challenge value from this machine // NOTE: this is currently duplicated in SteamClient.dll but for a different purpose, // so these can safely diverge anytime. SteamClient will be using a different protocol // to update the master servers anyway. #define A2S_GETCHALLENGE 'q' // Request challenge # from another machine #define A2S_RCON 'r' // client rcon command #define A2A_CUSTOM 't' // a custom command, follow by a string for 3rd party tools // A user is requesting the list of master servers, auth servers, and titan dir servers from the Client Master server #define A2M_GETMASTERSERVERS 'v' // + byte (type of request, TYPE_CLIENT_MASTER or TYPE_SERVER_MASTER) // Master server list response #define M2A_MASTERSERVERS 'w' // + byte type + 6 byte IP/Port List #define A2M_GETACTIVEMODS 'x' // + string Request to master to provide mod statistics ( current usage ). "1" for first mod. #define M2A_ACTIVEMODS 'y' // response: modname\r\nusers\r\nservers #define M2M_MSG 'z' // Master peering message // SERVER TO CLIENT/ANY // Client connection is initiated by requesting a challenge value // the server sends this value back #define S2C_CHALLENGE 'A' // + challenge value // Server notification to client to commence signon process using challenge value. #define S2C_CONNECTION 'B' // no params // Response to server info requests // Request for detailed server/rule information. #define S2A_INFO_GOLDSRC 'm' // Reserved for use by goldsrc servers #define S2M_GETFILE 'J' // request module from master #define M2S_SENDFILE 'K' // send module to server #define S2C_REDIRECT 'L' // + IP x.x.x.x:port, redirect client to other server/proxy #define C2M_CHECKMD5 'M' // player client asks secure master if Module MD5 is valid #define M2C_ISVALIDMD5 'N' // secure servers answer to C2M_CHECKMD5 // MASTER TO SERVER #define M2A_ACTIVEMODS3 'P' // response: keyvalues struct of mods #define A2M_GETACTIVEMODS3 'Q' // get a list of mods and the stats about them #define S2A_LOGSTRING 'R' // send a log string #define S2A_LOGKEY 'S' // send a log event as key value #define S2A_LOGSTRING2 'S' // send a log string including a secret value << this clashes with S2A_LOGKEY that nothing seems to use in CS:GO and is followed by secret value so should be compatible for server ops with their existing tools #define A2S_SERVERQUERY_GETCHALLENGE 'W' // Request challenge # from another machine #define A2S_KEY_STRING "Source Engine Query" // required postfix to a A2S_INFO query #define A2M_GET_SERVERS_BATCH2 '1' // New style server query #define A2M_GETACTIVEMODS2 '2' // New style mod info query #define C2S_AUTHREQUEST1 '3' // #define S2C_AUTHCHALLENGE1 '4' // #define C2S_AUTHCHALLENGE2 '5' // #define S2C_AUTHCOMPLETE '6' #define C2S_AUTHCONNECT '7' // Unused, signals that the client has // authenticated the server #define C2S_VALIDATE_SESSION '8' // #define UNUSED_A2S_LANSEARCH 'C' // LAN game details searches // #define UNUSED_S2A_LANSEARCHREPLY 'F' // LAN game details reply #define S2C_CONNREJECT '9' // Special protocol for rejected connections. #define MAX_OOB_KEYVALUES 600 // max size in bytes for keyvalues included in an OOB msg #define MAKE_4BYTES( a, b, c, d ) ( ( ((unsigned char)(d)) << 24 ) | ( ((unsigned char)(c)) << 16 ) | ( ((unsigned char)(b)) << 8 ) | ( ((unsigned char)(a)) << 0 ) ) #define A2A_KV_CMD '?' // generic KeyValues command [1 byte: version] [version dependent data...] #define A2A_KV_VERSION 1 // version of generic KeyValues command // [4 bytes: header] [4 bytes: replyid] [4 bytes: challenge] [4 bytes: extra] [4 bytes: numbytes] [numbytes: serialized KV] // These can be owned by Steam after we get rid of this legacy code. #define S2A_INFO_SRC 'I' // + Address, hostname, map, gamedir, gamedescription, active players, maxplayers, protocol #define S2M_HEARTBEAT 'a' // + challeange + sequence + active + #channels + channels #define S2M_HEARTBEAT2 '0' // New style heartbeat #define S2M_SHUTDOWN 'b' // no params #define M2A_CHALLENGE 's' // + challenge value #define M2S_REQUESTRESTART 'O' // HLMaster rejected a server's connection because the server needs to be updated #define A2S_RULES 'V' // request rules list from server #define S2A_RULES 'E' // + number of rules + string key and string value pairs #define A2S_INFO 'T' // server info request - this must match the Goldsrc engine #define S2A_PLAYER 'D' // + Playernum, name, frags, /*deaths*/, time on server #define A2S_PLAYER 'U' // request player list #define A2S_PING2 'Y' // new-style minimalist ping request #define S2A_PING2REPLY 'Z' // new-style minimalist ping reply // temp hack until we kill the legacy interface // The new S2A_INFO_SRC packet has a byte at the end that has these bits in it, telling // which data follows. #define S2A_EXTRA_DATA_HAS_GAME_PORT 0x80 // Next 2 bytes include the game port. #define S2A_EXTRA_DATA_HAS_SPECTATOR_DATA 0x40 // Next 2 bytes include the spectator port, then the spectator server name. #define S2A_EXTRA_DATA_HAS_GAMETAG_DATA 0x20 // Next bytes are the game tag string #define S2A_EXTRA_DATA_HAS_STEAMID 0x10 // Next 8 bytes are the steamID #define S2A_EXTRA_DATA_GAMEID 0x01 // Next 8 bytes are the gameID of the server #define A2S_RESERVE_CHECK '!' // check if server reservation cookie is same as the one we are holding #define S2A_RESERVE_CHECK_RESPONSE '%' // server response to reservation request #define A2S_PING '$' #define S2A_PING_RESPONSE '^' #endif