io.github.landuo.l4d2.entity.SourceServerInfo Maven / Gradle / Ivy
package io.github.landuo.l4d2.entity;
import lombok.Data;
/**
* @author accidia
*/
@Data
public class SourceServerInfo {
/**
* Steam Application ID of game.
*/
private Integer id;
/**
* Name of the server.
*/
private String name;
/**
* Map the server has currently loaded.
*/
private String map;
/**
* Name of the folder containing the game files.
*/
private String folder;
/**
* Full name of the game.
*/
private String game;
/**
* Number of players on the server.
*/
private Integer players;
/**
* Maximum number of players the server reports it can hold.
*/
private Integer maxPlayers;
/**
* Number of bots on the server.
*/
private Integer bots;
/**
* Indicates the type of server:
* 'd' for a dedicated server,
* 'l' for a non-dedicated server,
* 'p' for a SourceTV relay (proxy)
*/
private String serverType;
/**
* Indicates the operating system of the server:
* 'l' for Linux,
* 'w' for Windows,
* 'm' or 'o' for Mac (the code changed after L4D1)
*/
private String environment;
/**
* Indicates whether the server requires a password:
* 0 for public,
* 1 for private
*/
private String visibility;
/**
* Specifies whether the server uses VAC:
* 0 for unsecured,
* 1 for secured
*/
private String vac;
/**
* Version of the game installed on the server.
*/
private String version;
/**
* The server's game port number.
*/
private Integer port;
/**
* Server's SteamID.
*/
private Long steamID;
/**
* Spectator port number for SourceTV.
*/
private Integer sourceTVPort;
/**
* Name of the spectator server for SourceTV.
*/
private String sourceTVName;
/**
* Tags that describe the game according to the server (for future use.)
*/
private String keywords;
/**
* The server's 64-bit GameID. If this is present, a more accurate AppID is present in the low 24 bits.
* The earlier AppID could have been truncated as it was forced into 16-bit storage.
*/
private Long gameID;
/**
* the latency to the server.
*/
private Long times;
}
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