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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