hllrcon is an asynchronous Python implementation of the Hell Let Loose RCON protocol.
It allows you to interact with your HLL servers programmatically, supporting modern Python async features and robust error handling.
- Full async/await support
- Command execution and response parsing
- Collection of vanilla maps, factions, weapons, and more
- Alternative interfaces for synchronous applications
- Well-typed and tested
pip install hllrcon
import asyncio
from hllrcon import Rcon
from hllrcon.data import Layer
async def main():
# Initialize client
rcon = Rcon(
host="127.0.0.1",
port=12345,
password="your_rcon_password",
)
# Send commands. The client will (re)connect for you.
await rcon.broadcast("Hello, HLL!")
await rcon.change_map(Layer.STALINGRAD_WARFARE_DAY)
players = await rcon.get_players()
# Close the connection
rcon.disconnect()
# Alternatively, use the context manager interface to avoid
# having to manually disconnect.
async with rcon.connect():
assert rcon.is_connected() is True
await rcon.broadcast("Hello, HLL!")
if __name__ == "__main__":
# Run the program
asyncio.run(main())
For integration of synchronous applications, a SyncRcon
class is provided.
from hllrcon.sync import SyncRcon
rcon = SyncRcon(
host="127.0.0.1",
port=12345,
password="your_rcon_password",
)
# Connect and send a broadcast message
with rcon.connect():
rcon.broadcast("Hello, HLL!")
The library contains a swathe of details about in-game maps, factions, weapons, vehicles, and more. Below is just an example of what it might be used for.
from hllron.data import Weapon
# Find a weapon by its ID
weapon_id = "COAXIAL M1919 [Stuart M5A1]"
weapon = Weapon.by_id(weapon_id)
# Print out whichever vehicle seat the attacker must have been in, if any
if weapon.vehicle:
for seat in weapon.vehicle.seats:
if weapon in seat.weapons:
print("This weapon belongs to the", seat.type.name, "seat")
break
from hllrcon import Rcon
from hllrcon.data import Map, Team
# Get the AA Network capture zone (SMDM, 3rd sector, 2nd capture zone)
sector = Layer.STMARIEDUMONT_WARFARE_DAY.sectors[2]
capture_zone = sector.capture_zones[1]
assert capture_zone.strongpoint.name == "AA Network"
# Get the current online players
rcon = Rcon(...)
players = await rcon.get_players()
# Calculate each team's capture strength towards the sector
strength = {Team.ALLIES: 0, Team.AXIS: 0}
for player in players.players:
if player.faction is None:
continue
if player.world_position == (0.0, 0.0, 0.0):
# Player is dead. Note: Does not exclude players bleeding out
continue
# Grant 3 strength if inside the strongpoint
if capture_zone.strongpoint.is_inside(player.world_position):
strength[player.faction.team] += 3
# Only grant 1 strength if inside the capture zone
elif capture_zone.is_inside(player.world_position):
strength[player.faction.team] += 1
# Print out the results
print("Allied cap weight:", strength[Team.ALLIES])
print("Axis cap weight:", strength[Team.AXIS])
This project is licensed under the MIT License. See LICENSE
for details.