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Steam Server Query API written in netstandard2.0

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Solving issue #7 Made it based on answer https://stackoverflow.com/a/2281534/11375275 for timeout to work within asynchronous requests

https://github.com/cyilcode/SteamQueryNet/blob/c7f1e8a1982c13aa159a80ae07365f756c8b999e/SteamQueryNet/SteamQueryNet/Utils/DataResolutionUtils.cs#L109 For players this is correct (its a byte), but for rules this is wrong and needs to be 2 bytes (short/Int16)

https://github.com/cyilcode/SteamQueryNet/blob/c7f1e8a1982c13aa159a80ae07365f756c8b999e/SteamQueryNet/SteamQueryNet/Utils/DataResolutionUtils.cs#L68 this line needs to go as empty strings are perfectly valid, but in your case leads to invalid parsing

I noticed on many DayZ-Servers that A2S_INFO will require a challenge. Currently, GetServerInfoAsync() will fail on those.

+ fixed A2S_INFO request + added default timeout + added null check for ping in server info

Does Steam provide info about player steamId and any other? If it does please add new fields in Player.cs ` for (int i = 0; i < playerCount; i++) {...

Hey `GetServerInfoAsync` returns `ServerInfo` model with false info about current server players (`Players` property). When server is empty the Players property is equal to `255` if there's one player on...

Hi, I'm trying to use your library instead of QueryMaster. I cannot get my head around handling exceptions if the server is e.g. offline. The following code: ``` IServerQuery serverQuery...