server_mods
Check a running DayZ server's active mods against local installations, categorized by workshop ID, and receive a proposed mod scope with the exact command to apply it.
Instructions
Ask a running server which mods it runs, and PROPOSE an active set.
address is "host" or "host:port"; query_port overrides an embedded one.
It must be the QUERY port, not the game port. The game port never
answers a Source query -- measured on six live servers, silent on all six,
while the query port answered on all six. The two are not related by a
fixed offset (252 distinct offsets in a live sample): a server browser
shows it, and for a local stand it is steamQueryPort in the server config.
The answer is three buckets, matched by Workshop id and never by name:
matched the server runs it and it is installed here on_server_not_installed the server runs it and this machine has not installed_not_on_server installed here, the server does not run it
Nothing is applied. proposed_scope and apply are a suggestion and
the exact call that would take it; running that call is a separate,
deliberate act. A query that silently rescoped the index would make a
mismatch an invisible action rather than something the caller read.
Three things this cannot see, and it says so in notes rather than letting
the answer read as complete: server-only mods (reasoned, not tested), the
BUILD of a mod behind an id, and mods downloaded but not linked into the
modpack.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| address | No | ||
| timeout | No | ||
| query_port | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ok | Yes | ||
| data | No | ||
| hint | No | ||
| error | No |