A protocol is defined as proprietary if it is being used only for a single scope (or series, like Minecraft).
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 Two: 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 | |
Just Cause 2: Multiplayer | Games | Yes | Node-GameDig Source | |
Unreal 2 | Games | No | Node-GameDig Source | Sometimes servers send strings that node-gamedig would treat as latin1 that are UTF-8 encoded, when this happens the remove color code breaks because latin1 decodes the colour sequences differently. Some games provide additional info at the end of the server info packet, this is not currently handled (see the node implementation). Some games use a bot player to denote the team names, this is not currently handled. |
Savage 2 | Games | Yes | Node-GameDig Source | |
Epic | Games | No | Node-GameDig Source | Available only on the 'tls' feature. |
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