dota2-gsi
provides an event driven interface for Dota 2's live GameState Integration data. When configured, the Dota client will send regular messages to the dota2-gsi
server, which emits an event for each attribute whenever it changes.
npm install dota2-gsi
var d2gsi = require('dota2-gsi');
var server = new d2gsi([options]);
The server can be configured by passing an optional object to the constructor:
{
port: The port that the server should listen on (default: 3000),
tokens: A single string or array of strings that are valid auth tokens (default: no auth required)
}
The server has one member
server.events - An EventEmitter used to notify when new clients connect
Using events
var d2gsi = require('dota2-gsi');
var server = new d2gsi();
server.events.on('newclient', function(client) {
console.log("New client connection, IP address: " + client.ip + ", Auth token: " + client.auth);
client.on('player:activity', function(activity) {
if (activity == 'playing') console.log("Game started!");
});
client.on('hero:level', function(level) {
console.log("Now level " + level);
});
client.on('abilities:ability0:can_cast', function(can_cast) {
if (can_cast) console.log("Ability0 off cooldown!");
})
});
Polling the gamestate manually. There is no guarantee that all of the objects in the gamestate exist, so be sure to null check or use a try/catch when polling.
var d2gsi = require('dota2-gsi');
var server = new d2gsi();
var clients = [];
server.events.on('newclient', function(client) {
console.log("New client connection, IP address: " + client.ip + ", Auth token: " + client.auth);
clients.push(client);
});
setInterval(function() {
clients.forEach(function(client, index) {
if (client.gamestate.hero && client.gamestate.hero.level) {
console.log("Client " + index + " is level " + client.gamestate.hero.level);
}
});
}, 10 * 1000); // Every ten seconds
Identifying different clients. Unique auth tokens are the easiest way to do this.
var d2gsi = require('dota2-gsi');
var server = new d2gsi({
port: 9001,
tokens: [
"6hCG4n_team1_player1",
"6hCG4n_team1_player2",
"6hCG4n_team1_player3",
"6hCG4n_team1_player4",
"6hCG4n_team1_player5"
]
});
server.events.on('newclient', function(client) {
if (client.auth == "6hCG4n_team1_player1") {
console.log("Client 1:1 connected");
client.on('hero:name', function(hero_name) {
set_LAN_booth_display(1, 1, hero_name); // Set the displays on the TI booths for example
});
}
});
The server events
member emits the newclient
event whenever a new client connects (based on IP address), returning the new client object. Each client has three members:
client.ip - IP address of the client
client.auth - Auth token used by the client (may be null)
client.gamestate - The latest gamestate received from the client
Clients will emit the following events any time they change.
newdata - The entire raw json object sent from the Dota client
provider:name
provider:appid
provider:version
provider:timestamp
map:name
map:matchid
map:gametime
map:clocktime
map:isdaytime
map:isnightstalker_night
map:gamestate
map:win_team
map:customgamename
map:ward_purchase_cooldown
player:steamid
player:name
player:activity
player:kills
player:deaths
player:assists
player:last_hits
player:denies
player:kill_streak
player:team_name
player:gold
player:gold_reliable
player:gold_unreliable
player:gpm
player:xpm
hero:id
hero:name
hero:level
hero:alive
hero:respawn_seconds
hero:buyback_cost
hero:buyback_cooldown
hero:health
hero:max_health
hero:health_percent
hero:mana
hero:max_mana
hero:mana_percent
hero:silenced
hero:stunned
hero:disarmed
hero:magicimmune
hero:hexed
hero:muted
hero:break
hero:has_debuff
items:slot#:name
items:slot#:contains_rune
items:slot#:can_cast
items:slot#:cooldown
items:slot#:passive
items:slot#:charges
items:stash#:name
items:stash#:contains_rune
items:stash#:can_cast
items:stash#:cooldown
items:stash#:passive
items:stash#:charges
abilities:ability#:name
abilities:ability#:level
abilities:ability#:can_cast
abilities:ability#:passive
abilities:ability#:ability_active
abilities:ability#:cooldown
abilities:ability#:ultimate
abilities:attributes:level
The gamestate object mirrors this structure. For example
client.gamestate.hero.mana_percent
client.gamestate.items.slot0.name
- The client does not announce all keys in an 'added' event, so there's no initial emit for some child attributes. This includes all of
provider
,map
, and some ofplayer
. If you're trying to initialise values such asmap:isdaytime
, the easiest way to achieve it is to wait on the firstmap:gametime
event then manually query the values from the gamestate. - Item and hero names are returned as strings using the console format. Dota 2 Wiki has a list of translations for items and heroes.
To configure the Dota client to report gamestate, you need to add a config file in steamapps\common\dota 2 beta\game\dota\cfg\gamestate_integration\
. The file must use the name pattern called gamestate_integration_*.cfg
, for example gamestate_integration_dota2-gsi.cfg
.
The following example is included in this repository, you can copy it straight into your Dota directory to get started.
"dota2-gsi Configuration"
{
"uri" "http://localhost:3000/"
"timeout" "5.0"
"buffer" "0.1"
"throttle" "0.1"
"heartbeat" "30.0"
"data"
{
"provider" "1"
"map" "1"
"player" "1"
"hero" "1"
"abilities" "1"
"items" "1"
}
"auth"
{
"token" "hello1234"
}
}
For more information, see the CS:GO GameState Integration page
The data provided is fairly extensive, but it is specific to the player running the Dota 2 client. It does not provide any information to spectators or casters. The only way to get live information about all players in a game is to have each player configure their Dota client to point to the same dota2-gsi
server. This somewhat limits the usefulness of the interface for tournament production; it's only really viable for LAN's. The other thing lacking is map position. I'd like to see Valve expand the interface in future to include live map position, and add allplayers
sections similar to CS:GO, so casters and spectators can use the information for online games.
Shoutout to /u/antonpup for his C# Gamestate Integration server and inadvertently letting me know this existed.