cs2-gsi-z
v2.0.0
Published
A modern, modular, and event-driven Game State Integration (GSI) handler for **Counter-Strike 2**, built with bun.sh and intercompatible with Node.js.
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🎯 CS2-GSI-Z
A modern, modular, and event-driven Game State Integration (GSI) handler for Counter-Strike 2, built with bun.sh and intercompatible with Node.js.
📖 Project Overview
cs2-gsi-z is an advanced event processing library for Counter-Strike 2 Game State Integration (GSI) data.
It transforms raw GSI JSON updates into high-level, context-aware events, enabling developers to easily build real-time HUDs, dashboards, analytics systems, bots, or esports tools.
Unlike traditional GSI listeners that emit low-level or noisy data, cs2-gsi-z structures and simplifies information, significantly reducing end-developer complexity.
✨ Why CS2-GSI-Z?
“There are other GSI tools... why use this one?”
| Feature | CS2-GSI-Z | Traditional GSI Handlers |
|----------------------------------|:---------:|:-----------------------:|
| Built for CS2 from scratch | ✅ | ❌ (often CS:GO ports) |
| Modular differ-based architecture| ✅ | ❌ (monolithic parsing) |
| Delta (previously/added) support| ✅ | ❌ |
| Granular, high-level events | ✅ | ❌ (raw dumps) |
| Dynamic differ extension | ✅ | ❌ |
Whether you're building a companion HUD, tournament backend, stream overlay, or an esports analytics dashboard — this is the toolkit designed for you.
🚀 Key Features
🌟 Structured, Context-Aware Events
Problem Solved: No need to manually parse complex GSI dumps. Benefit: Focus immediately on meaningful gameplay changes.
🧩 Modular Differ System
Problem Solved: Avoids tangled monolithic update handlers. Benefit: Easier maintenance, faster extension, safer upgrades.
✨ Delta-Aware Processing
Problem Solved: Deep-cloning and manual patching are error-prone. Benefit: Fast, reliable diff calculation with minimal memory footprint.
🔀 Dynamic Diff Manager
Problem Solved: Hardcoding all diffs upfront limits flexibility. Benefit: Extend or replace behaviors easily at runtime.
🎯 Flexible Event Subscription
Problem Solved: Handling noisy events on the client. Benefit: Listen only to what matters, improving performance.
💪 Optimized for Real-Time Systems
Problem Solved: Raw GSI processing can cause lags or instability. Benefit: Low-latency, high-frequency event handling.
🚀 Quick Start
Prerequisites
To receive data from CS2, you must set up a Game State Integration (GSI) configuration file. Reference: Valve Developer Wiki — Game State Integration
Or you can simply generate a valid GSI configuration file automatically using the included helper in this library:
import { GSIConfigWriter } from 'cs2-gsi-z';
// Generate the config file on your desktop
const configPath = GSIConfigWriter.generate({
name: 'cs2-gsi-z',
uri: 'http://localhost:3000'
});
console.log(`Config file created at: ${configPath}`);Remember to move the generated .cfg file to your CS2 cfg directory
Installation
# Using bun
bun add cs2-gsi-z
# Using npm
npm install cs2-gsi-zBoth ESM (import) and CommonJS (require) are supported.
Basic Usage
import { GsiService, EVENTS } from 'cs2-gsi-z';
const gsiService = new GsiService({
httpPort: 3000
});
gsiService.start();
gsiService.on(EVENTS.player.weaponChanged, (payload) => {
console.log(`weapon changed:`, payload);
});📈 Event Model
When a new GSI payload is received, cs2-gsi-z:
- 🔄 Applies delta changes efficiently.
- 🔀 Detects relevant modifications via differs.
- 💪 Emits structured, context-aware events.
Each emitted event includes:
{
previous: <previous value>,
current: <current value>
}🔖 Supported Events
Provider: nameChanged, timestampChanged
Map: nameChanged, phaseChanged, roundChanged, teamCTScoreChanged, teamTScoreChanged, currentSpectatorsChanged, souvenirsTotalChanged, roundWinsChanged
Round: phaseChanged, started, ended, won
Player: nameChanged, clanChanged, xpOverloadLevelChanged, steamidChanged, teamChanged, activityChanged, observerSlotChanged, spectargetChanged, positionChanged, forwardDirectionChanged, hpChanged, armorChanged, helmetChanged, flashedChanged, smokedChanged, burningChanged, moneyChanged, equipmentValueChanged, weaponChanged, ammoClipChanged, ammoReserveChanged, killsChanged, deathsChanged, assistsChanged, scoreChanged, mvpsChanged
PhaseCountdowns: phaseChanged, phaseEndsInChanged
AllPlayers: joined, left, teamChanged, observerSlotChanged, positionChanged, forwardDirectionChanged, hpChanged, armorChanged, helmetChanged, flashedChanged, smokedChanged, burningChanged, moneyChanged, equipmentValueChanged, weaponChanged, ammoClipChanged, ammoReserveChanged, killsChanged, deathsChanged, assistsChanged, scoreChanged, mvpsChanged
Bomb: stateChanged, positionChanged, playerChanged
Grenades: existenceChanged, positionChanged, velocityChanged, lifetimeChanged, effectTimeChanged, flamesChanged
You can further implement your own differs using the DifferBase class shown in the Extending with Custom Differs section.
You can also subscribe to specific players or grenades by appending @ followed by the player's SteamID64 or grenade ID.
🔢 Differs and Diff Manager
Each differ handles one domain: map, round, player, etc.
The DifferManager:
- Manages active differs
- Calls them on each GSI update
- Emits clean events when changes are detected
Extend or replace differs without touching core functionality.
🎯 Extending with Custom Differs
Register your own differ easily:
class customDiffer extends DifferBase<Map> {
diff(prev, curr, emitter, options?) {
const p = prev?.map?.team_t;
const c = curr.map?.team_t;
if (p && c && p.score !== c.score) {
emitter.emit('map:teamTScoreChanged', { previous: p.score, current: c.score });
}
}
};
gsiService.differManager.registerDiffer(new customDiffer);🔹 Examples
Log Health Changes
gsiService.on('player:hpChanged', ({ previous, current }) => {
console.log(`HP: ${previous} → ${current}`);
});Log Map Changes
gsiService.on('map:nameChanged', ({ previous, current }) => {
console.log(`Map: ${previous} → ${current}`);
});Log bomb state changes
import { BombState } from 'cs2-gsi-z';
gsiService.on('bomb:stateChanged', ({ previous, current }) => {
if (current === BombState.Defusing) {
console.log(`Bomb is being defused!`);
}
if (current === BombState.Planting) {
console.log(`Bomb is being planted!`);
}
if (current === BombState.Planted) {
console.log(`Bomb has been planted!`);
}
if (current === BombState.Exploded) {
console.log(`Bomb has exploded!`);
}
if (current === BombState.Carried) {
console.log(`Bomb is being carried by a player!`);
}
});🌐 Use Cases
- 🏋️ Live HUDs for players and spectators
- 🌍 Stream overlays with real-time updates
- 📊 Tournament backends and dashboards
- 👾 Automated bots reacting to events
- 📘 Esports analytics and match reviews
- 💪 Coaching and training tools
🔹 Requirements
- Node.js v18+ / bun.sh v1.0.0+
- Support for
async/await, optional chaining (?.), and ES Modules.
🧳 Contributing
Pull requests, ideas, and feedback are welcome!
If you are using cs2-gsi-z for your tools, streams, or projects, feel free to share and contribute back.
🙏 Acknowledgments
• Valve Corporation for the CS Game State Integration API
• CS community for inspiration and feedback
🔒 License
Distributed under the MIT License. See LICENSE for full text.
Made with ❤️ for the CS2 community
