Quake and DarkPlaces rcon client.Suppor such games like Xonotic, Nexuiz and other
- Support old Quake rcon and new Darkplaces secure rcon protocols.
- Support both IPv4 and IPv6 connections.
- Bundled console client.
- Well tested, test coverage near 100%.
- Works with python 2.7, 3.3+.
- execute pip install xrcon
- or run pip install -e git+https://github.com/bacher09/xrcon#egg=xrcon to install development version from github
Using as library:
from xrcon.client import XRcon rcon = XRcon('server', 26000, 'password') rcon.connect() # create socket try: data = rcon.execute('status') # on python3 data would be bytes type finally: rcon.close()
For more info read XRcon docstrings.
Using console client:
$ xrcon -s yourserver:26001 -p password command
If you want use IPv6 address it should be put inside square brackets. For example:
$ xrcon -s [1080:0:0:0:8:800:200C:417A]:26002 -p password status $ xrcon -s [1080:0:0:0:8:800:200C:417B] -p password status
If port is omitted then by default would be used port 26000. You may also change type of rcon, by default would be used secure time based rcon protocol. This protocol works only in Darkplaces based games. For instance:
$ xrcon -s warsowserver:44400 -p password -t 0 status
0 means old (unsecure) quakes rcon, 1 means secure time base rcon, and 2 is secure challenge based rcon protocol.
You may also create ini configuration file in your home directory .xrcon.ini. For example:
[DEFAULT] server = someserver:26000 password = secret type = 1 timeout = 0.9 [other] server = someserver:26001 [another] server = otherserver password = otherpassword type = 0 timeout = 1.2
Then if you wants execute command on this servers just do:
$ xrcon status # for DEFAULT server $ xrcon -n other status # for other server $ xrcon -n another status # for another server
Also, there is another one CLI utility — xping. It can be used to measure rtt for server or client. It also supports other games too, so you can measure ping for Warsow, Quake 3, Urban Terror and some other games. Here’s an example:
$ xping -c 4 pub.regulars.win XPING pub.regulars.win (188.8.131.52) port: 26000 184.108.40.206 port=26000 time=39.36 ms 220.127.116.11 port=26000 time=39.63 ms 18.104.22.168 port=26000 time=39.83 ms 22.214.171.124 port=26000 time=39.87 ms --- pub.regulars.win ping statistics --- 4 packets transmitted, 4 received, 0.0% packet loss rtt min/avg/max/mdev = 39.357/39.672/39.870/0.204 ms
Also, you can ping clients too, this might be helpful for server admins for checking client networking. First, you need to determine client host and port. You can do this via rcon status command. Let’s suppose that status command returned 172.16.254.2:33045 address, then xping command will be look like this: xping -p 33045 172.16.254.2. Note, that this might not work for some clients because of firewalls and NATs.
Here’s few other examples:
$ xping -p 26005 mars.regulars.win # stop it with Ctrl-C $ xping -p 44400 -t qfusion 126.96.36.199 # ping warsow server $ xping -p 27960 -t q3 188.8.131.52 # ping urban terror server
For more info about CLI options check xping --help.
In some cases results of xping might be inaccurate. For example, if you experience packet duplication or reordering. All currently supported gaming protocols have no way to identify concrete response for probe. Because of this, there is no way to determine if application received original or duplicated response. It can affect result even more, if duplicated packet will arrive some time later, so application can process it as response for new probe. In some cases application might detect packet duplication.