Liefert Counter-Strike 2 Match-Daten, Spielerstatistiken, Team-Rankings und Turnierinformationen für KI-Assistenten.
Auch bekannt als esportsodds/esportsodds-python, esportsodds-python, esportsodds
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- Neueste Version
- 0.4.5
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- 2. Nov. 2026
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- MIT
Was ist esportsodds MCP?
esportsodds ist ein MCP server. Liefert Counter-Strike 2 Match-Daten, Spielerstatistiken, Team-Rankings und Turnierinformationen für KI-Assistenten.
Zusammenfassung generiert aus dem README des Projekts
Über esportsodds MCP server
Dieser Python-Client bietet eine direkte Schnittstelle zur esportsodds.gg API, um auf Counter-Strike 2 Daten zuzugreifen. Er wurde für Entwickler entwickelt, die detaillierte Match-Ergebnisse, Spielerstatistiken, Team-Rankings und Turnierinformationen benötigen, ohne auf Web Scraping angewiesen zu sein. Der Client gibt Daten als standardmäßige Python Dictionaries und Listen zurück, was die Integration in bestehende Workflows erleichtert.
Nutzer können auf den Service über einen API-Key zugreifen, der via ESPORTSODDS_API_KEY Umgebungsvariable bereitgestellt wird. Ein öffentlicher Sample-Key steht zum Testen zur Verfügung, und ein kostenloser Sandbox-Key ermöglicht das Entwickeln anhand einer festen Auswahl vergangener Matches. Für den Produktivbetrieb bietet der Service kostenpflichtige Abonnements an, einschließlich der Standard- und Pro-Tarife, die unterschiedliche monatliche Request-Limits und Bulk-Export-Funktionen bieten. Der Client kommuniziert ausschließlich über HTTPS, um eine sichere Datenübertragung zu gewährleisten.
Was du damit machen kannst
- 1Anstehende Match-Spielpläne abrufenEin KI-Assistent kann eine Liste geplanter Counter-Strike 2 Matches abrufen, um Nutzer über kommende Begegnungen zu informieren.
- 2Spieler-Performance-Metriken analysierenEntwickler können detaillierte Karriere-Gesamtwerte, Durchschnitte und Statistiken zur Waffenwahl für spezifische Spieler abfragen.
- 3Wettbewerbshistorie von Teams verfolgenDu kannst Head-to-Head-Rekorde und die aktuelle Form abfragen, um zu vergleichen, wie zwei Teams direkt gegeneinander abschneiden.
- 4Turnierteilnahmen überwachenEine Anwendung kann alle aktiven Turniere und die spezifischen teilnehmenden Teams nach Seed auflisten.
Geschrieben aus dem README des Projekts. Jeder Use Case wurde gegen ein Zitat daraus geprüft.
So installierst du esportsodds MCP
Formate geprüft am 10. Nov. 2026Zu Cursor hinzufügenZu Goose hinzufügenesportsodds MCP in Claude Code installieren
$ claude mcp add --env 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' esportsodds-python -- uvx esportsoddsesportsodds MCP in Cursor installieren
~/.cursor/mcp.json
{
"mcpServers": {
"esportsodds-python": {
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}esportsodds MCP in VS Code installieren
.vscode/mcp.json
{
"servers": {
"esportsodds-python": {
"type": "stdio",
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}esportsodds MCP in VS Code CLI installieren
$ code --add-mcp '{"name":"esportsodds-python","type":"stdio","command":"uvx","args":["esportsodds"],"env":{"ESPORTSODDS_API_KEY":"<YOUR_ESPORTSODDS_API_KEY>"}}'esportsodds MCP in Claude Desktop installieren
claude_desktop_config.json
{
"mcpServers": {
"esportsodds-python": {
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}esportsodds MCP in Codex installieren
$ codex mcp add esportsodds-python --env 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' -- uvx esportsoddsesportsodds MCP in Codex config.toml installieren
~/.codex/config.toml
[mcp_servers.esportsodds-python] command = "uvx" args = ["esportsodds"] [mcp_servers.esportsodds-python.env] ESPORTSODDS_API_KEY = "<YOUR_ESPORTSODDS_API_KEY>"
esportsodds MCP in Gemini CLI installieren
$ gemini mcp add -s user -e 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' esportsodds-python uvx -- esportsoddsesportsodds MCP in Gemini settings.json installieren
~/.gemini/settings.json
{
"mcpServers": {
"esportsodds-python": {
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}Konfiguration
ESPORTSODDS_API_KEYErforderlichSecretYour esportsodds.gg API key
| Name | Beschreibung | Typ |
|---|---|---|
| ESPORTSODDS_API_KEY | Your esportsodds.gg API key | ErforderlichSecret |
Automatisierte Checks
Geluften am 14. Nov. 2026Vollständiger Bericht →Unsere automatisierten Checks bestanden. Das ist kein Security-Audit: Lies den Code und gib dem Server nur den minimal notwendigen Zugriff. Wie die Checks funktionieren
- Source Repository verknüpft und erreichbaresportsodds/esportsodds-python is public and reachablegithub.com/esportsodds/esportsodds-python ↗Bestanden
- Paket nennt dieses Repository als Quelleesportsodds names esportsodds/esportsodds-python as sourcepypi.org/project/esportsodds/ ↗Bestanden
- Build-Provenienz (Sigstore-Attestierung)Sigstore attestation for esportsoddspypi.org/project/esportsodds/ ↗Bestanden
- Open Source Lizenz (OSI)MITspdx.org/licenses/MIT.html ↗Bestanden
- Commit oder Release im letzten JahrLast commit or release 2026-11-02github.com/esportsodds/esportsodds-python ↗Bestanden
- OpenSSF ScorecardNicht geprüft
- Package-Name ähnelt keinem populären PackageNo popular package one edit away from esportsoddsBestanden
- Keine kritischen Advisories im Paket oder seinen Abhängigkeiten1 resolved dependencies checked; no critical advisoryosv.dev ↗Bestanden
- Keine versteckten Anweisungen an das Modell0 tool descriptions and the README read; no override phrases, credential paths or hidden charactersBestanden
- Destruktive Tools sind markiertNicht geprüft
- Remote-Endpoint beantwortet den MCP-HandshakeNicht geprüft
README
Auf GitHub ansehenesportsodds
The official Python client for the esportsodds.gg CS2 data API.
Counter-Strike 2 matches and results, team and player stats, tournaments, rankings and a derived market line, returned as plain Python dicts. Standard library only: there is nothing else to install.
Get CS2 match data and stats without scraping HLTV. This package is a client for a paid API; it is not an official HLTV/Valve API.
Install
pip install esportsodds
Python 3.10 or newer. No dependencies.
Try it first, with no account: set ESPORTSODDS_API_KEY to the public sample key eo_sample_public, which
reads a fixed sample of past matches. It is shared by everyone and rate-limited per network address.
For evaluation; our Terms apply.
No subscription yet? A free sandbox key reads a fixed
sample of past matches, so you can build against real responses first. The quickstart below asks
for upcoming matches, which are outside the sample, so with either key start with
sandbox_tour.py
and a tournament id from the guide. Any request outside the sample raises PermissionDeniedError
(sandbox_scope), and its message names the events that work.
Quickstart
from esportsodds import Client
client = Client() # reads ESPORTSODDS_API_KEY from the environment
for match in client.matches.list(status="scheduled", sort="scheduled_at", limit=5).data:
print(match["scheduled_at"], match["team_a_name"], "vs", match["team_b_name"])
2026-10-08T14:00:00Z Team A vs Team B
2026-10-08T17:30:00Z Team C vs Team D
Every call returns what the API sent, as ordinary dicts and lists. A list call returns a Page
(page.data, page.next_cursor, page.has_more, page.meta); a call for one thing returns a dict.
Matches come newest first unless you say otherwise, which is what you want for results. For
scheduled matches that order starts with the fixture furthest away, so the quickstart passes
sort="scheduled_at" to get the next ones to be played.
Your API key and the plan
There are two plans, billed monthly or yearly and paid up front: Standard is $99 a month for 50,000 requests
and Pro is $299 a month for 150,000 requests. A year costs ten months: $990 a year for Standard and
$2,990 a year for Pro, two months free. Requests are counted per account, per calendar month (UTC), across every
key the account owns. There is no trial. A free sandbox key
reads a fixed sample of past matches, up to 2,000 requests in total, with no card; it is not a plan, and
current data needs one. Past your plan's requests, calls get a 429 with the code quota_exceeded until the
month resets, and this client raises QuotaExceededError without retrying (retrying cannot help). A spent
sandbox key gets sandbox_quota_exceeded, raised the same way (it never resets), and a request
outside its sample raises PermissionDeniedError (sandbox_scope, not counted).
The bulk export (matches.bulk() and the walkers built on it) has one more limit. On a Standard account that first subscribed on or after 30 October 2026 you may make up to 250 bulk-export requests a month; past that the API
answers 429 with bulk_quota_exceeded, which raises QuotaExceededError without retrying and leaves every
other call working. Pro has no bulk limit, and a Standard account that first subscribed before that date has none either.
Create a key in your account after you subscribe, then keep it out of your code:
export ESPORTSODDS_API_KEY="eo_live_..."
- The client sends the key only in the
Authorization: Bearerheader, never in a URL. It shows only the last four characters inrepr()and never puts the key in an error message or a log line. - It talks HTTPS only. Plain
http://is accepted forlocalhostand other loopback addresses (127.0.0.1,::1) alone, and redirects are never followed, so a key cannot be sent to a different host. - Keep the key on your server. A browser or mobile app should call your backend, not the API.
- You can look at real responses before subscribing on the public demo.
Configuration
| Environment variable | Meaning |
|---|---|
ESPORTSODDS_API_KEY |
Your API key, used when api_key is not passed. |
ESPORTSODDS_BASE_URL |
The API address, used when base_url is not passed. |
Client(...) argument |
Default | Meaning |
|---|---|---|
api_key |
None |
Your key. When omitted, ESPORTSODDS_API_KEY is read; with neither, ValueError. |
base_url |
https://api.esportsodds.gg |
The API address. HTTPS only, except localhost and other loopback addresses. |
game |
"cs2" |
The title to query. CS2 is the only one with data today. |
timeout |
30.0 |
Seconds to wait for a reply. The bulk export always waits at least 120. |
max_retries |
3 |
Retries per call for the failures listed under Errors. 0 turns retries off. |
transport |
None |
Your own HTTP stack: any object with send(TransportRequest) -> TransportResponse. |
A Client is safe to share between threads. Use it as a context manager (with Client() as client:)
or call client.close() when you are finished: it closes a custom transport that has a close()
method (the default one keeps no connections open, so it has nothing to release).
Methods
Every endpoint is one method. {game} is the client's game, and {id} accepts the UUID or, for
teams, players and tournaments, the slug.
| Call | Endpoint | Returns | What it gives you |
|---|---|---|---|
client.matches.list() |
GET /v1/{game}/matches |
Page |
Fixtures and results, newest first; filter by status, tournament, team, dates and has, order with sort. |
client.matches.bulk() |
GET /v1/{game}/matches/bulk |
Page |
Matches with their maps, stats and more embedded (include=), 25 per request. |
client.matches.get(match) |
GET /v1/{game}/matches/{id} |
dict |
One match; include= embeds teams, tournament, odds or sub-resources. |
client.matches.maps(match) |
GET /v1/{game}/matches/{id}/maps |
Page |
Map-by-map results. |
client.matches.stats(match) |
GET /v1/{game}/matches/{id}/stats |
Page |
Per-player stat lines, whole match and per map. |
client.matches.vetoes(match) |
GET /v1/{game}/matches/{id}/vetoes |
Page |
The map pick and ban sequence. |
client.matches.rounds(match) |
GET /v1/{game}/matches/{id}/rounds |
Page |
Round-by-round team stats: economy, opening duels, clutches, bomb events. |
client.matches.history(match) |
GET /v1/{game}/matches/{id}/history |
Page |
What a match used to say: each change with its value before and after. |
client.matches.depth(match) |
GET /v1/{game}/matches/{id}/depth |
dict |
Per-player weapons, grenades, hit groups, duels and flashes. |
client.matches.lineups(match) |
GET /v1/{game}/matches/{id}/lineups |
Page |
Each team's listed roster before the match. |
client.matches.streams(match) |
GET /v1/{game}/matches/{id}/streams |
Page |
The channels broadcasting a match. |
client.odds.list() |
GET /v1/{game}/odds |
Page |
The derived market line, as history or as the current board. |
client.teams.list() |
GET /v1/{game}/teams |
Page |
Every team, alphabetically; find one by name with q. |
client.teams.get(team) |
GET /v1/{game}/teams/{id} |
dict |
One team. |
client.teams.h2h(team, opponent=...) |
GET /v1/{game}/teams/{id}/h2h |
dict |
The head-to-head record between two teams. |
client.teams.form(team) |
GET /v1/{game}/teams/{id}/form |
Page |
Recent completed results, newest first. |
client.teams.ratings(team) |
GET /v1/{game}/teams/{id}/ratings |
Page |
The team's rating history, one point per match. |
client.teams.maps(team) |
GET /v1/{game}/teams/{id}/maps |
Page |
The team's record on each map. |
client.teams.round_stats(team) |
GET /v1/{game}/teams/{id}/round-stats |
dict |
Round-level playstyle rates: side win rates, pistols, opening duels. |
client.teams.vetoes(team) |
GET /v1/{game}/teams/{id}/vetoes |
dict |
A team's own picks, bans and deciders per map, with a permaban flag. |
client.teams.results(team) |
GET /v1/{game}/teams/{id}/results |
Page |
Recent results with every map's score and both teams' ratings going in. |
client.teams.rivals(team) |
GET /v1/{game}/teams/{id}/rivals |
Page |
The opponents a team meets most, with the head-to-head and rating gap. |
client.teams.roster_history(team) |
GET /v1/{game}/teams/{id}/roster-history |
Page |
The five players fielded in each recent match, with roster changes. |
client.teams.players(team) |
GET /v1/{game}/teams/{id}/players |
dict |
The players in the team's newest match with stats, with their last-12-month figures. |
client.tournaments.list() |
GET /v1/{game}/tournaments |
Page |
Every tournament, newest first; search by name with q. |
client.tournaments.get(tournament) |
GET /v1/{game}/tournaments/{id} |
dict |
One tournament. |
client.tournaments.teams(tournament) |
GET /v1/{game}/tournaments/{id}/teams |
Page |
The participating teams, by seed. |
client.players.list() |
GET /v1/{game}/players |
Page |
Every player, alphabetically by nickname; search by nickname with q. |
client.players.get(player) |
GET /v1/{game}/players/{id} |
dict |
One player. |
client.players.career(player) |
GET /v1/{game}/players/{id}/stats |
dict |
A player's career totals and averages. |
client.players.performance(player) |
GET /v1/{game}/players/{id}/performance |
dict |
Last-12-month figures over recorded maps, each with its percentile among players with a page. |
client.players.maps(player) |
GET /v1/{game}/players/{id}/maps |
dict |
The player's figures on each map they have a recorded map on. |
client.players.matches(player) |
GET /v1/{game}/players/{id}/matches |
Page |
Recent completed matches, newest first, with the player's own line. |
client.players.teams(player) |
GET /v1/{game}/players/{id}/teams |
dict |
The player's team history as stints. |
client.players.weapons(player) |
GET /v1/{game}/players/{id}/weapons |
dict |
Weapon and hit-group totals over the last 12 months. |
client.rankings.list() |
GET /v1/{game}/rankings |
Page |
A team or player leaderboard over a rolling three-month window. |
client.rankings.history() |
GET /v1/{game}/rankings/history |
Page |
The team board at each of the last weekly marks. |
client.rankings.round_stats() |
GET /v1/{game}/rankings/round-stats |
Page |
Round-level figures for the top teams, in board order. |
client.maps.list() |
GET /v1/{game}/maps |
Page |
League-wide figures for each competitive map. |
client.maps.teams(map) |
GET /v1/{game}/maps/{id}/teams |
Page |
How each team fares on, and chooses around, one map. |
client.coverage.list() |
GET /v1/{game}/coverage |
Page |
What data exists and how often it refreshes. |
client.model.metrics() |
GET /v1/{game}/model/metrics |
Page |
Transparency metrics for the model line, per market. The model line is coming soon; the list may be empty. |
client.ws_token() |
POST /v1/{game}/ws-token |
dict |
A 60-second ticket for the WebSocket. Costs no requests. |
client.health() |
GET /health |
dict |
The service status. Needs no key and is never retried. |
Filters are keyword arguments named as in the API reference.
A list given for a comma-separated filter (has=["rounds", "depth"], include=["maps", "stats"])
is joined for you; a datetime or date is formatted for you (a naive datetime means UTC); an
unknown argument raises TypeError instead of being sent. Ids are checked and escaped before they
go into a URL.
The odds are our own derived lines (source="eo_market"), not any bookmaker's price. The model
line (source="eo_model") is coming soon and is not returned yet.
Pagination, the bulk export and the change feed
List calls return one page and a cursor. Walk them yourself:
page = client.matches.list(status="completed", limit=100)
while True:
for match in page.data:
print(match["id"])
if not page.has_more:
break
page = client.matches.list(status="completed", limit=100, cursor=page.next_cursor)
or let the client do it. iter() yields rows, pages() yields pages, and both fetch lazily, one
request per page, so stopping early costs nothing more. max_pages is a safety limit; the last page
yielded still carries its next_cursor, so a job that stops (or crashes) can resume with cursor=.
for match in client.matches.iter(status="completed", date_from="2026-09-01"):
print(match["id"])
iter and pages exist on matches, odds, teams, tournaments and players.
The bulk export is the cheap way to pull history: 25 matches per request, each with the sub-resources you ask for embedded, and one request against your allowance per page.
from datetime import date, timedelta
week_ago = date.today() - timedelta(days=7)
rows = client.matches.iter_bulk(
status="completed", date_from=week_ago, include=["maps", "stats"], max_pages=4
)
for match in rows:
print(match["id"], len(match["maps"]))
max_pages stops the walk after that many requests. Without it, iter_bulk keeps going until the filter runs out, which for a wide
one is the whole history, one request per page. On a Standard subscription with the 250-a-month limit, a long walk
stops with bulk_quota_exceeded when the month's requests are used. Walk with pages_bulk() and save each page's
next_cursor, and the walk resumes with cursor= after the month resets.
A busy moment answers 503 with a short Retry-After; the client waits and retries for you.
The change feed keeps a local copy current. Give iter_changes the changed_at of the newest
row you stored last time and it yields every match that changed since, oldest change first:
from datetime import datetime, timedelta, timezone
since = datetime.now(timezone.utc) - timedelta(hours=1)
newest = since.isoformat()
for match in client.matches.iter_changes(since):
newest = match["changed_at"] # rows arrive in changed_at order
print(match["id"], match["status"])
# Store `newest`; it is the `since` for the next run.
It starts ten minutes before since (overlap=) because a row can become visible shortly after the
changed_at it carries, and drops the repeats this causes. A quiet hour costs one request.
matches.history(match) and matches.iter_history(match) show what each of those changes was.
Errors
Every error is an EsportsOddsError. A reply with an error status raises an ApiError subclass;
branch on the class, or on error.code, never on error.message.
| Exception | API code |
Status | Retried automatically |
|---|---|---|---|
AuthenticationError |
missing_api_key, invalid_api_key, unauthorized |
401 | No |
PermissionDeniedError |
forbidden, sandbox_scope |
403 | No |
NotFoundError |
not_found, unknown_game |
404 | No |
NotFoundError |
match_merged |
308 | No: a match id retired by a merge; store the surviving id from err.headers.get("x-merged-into") |
InvalidRequestError |
invalid_parameter |
400 | No |
InvalidCursorError |
invalid_cursor |
400 | No: start the walk again from the first page |
ConflictError |
conflict |
409 | No |
RateLimitError |
rate_limited |
429 | Yes, after the Retry-After the API sends |
QuotaExceededError |
quota_exceeded |
429 | Never: nothing changes until the month resets |
QuotaExceededError |
sandbox_quota_exceeded |
429 | Never: a sandbox key's allowance does not reset |
QuotaExceededError |
sample_quota_exceeded |
429 | Never: the public sample key's daily allowance resets at 00:00 UTC |
QuotaExceededError |
bulk_quota_exceeded |
429 | Never: a plan's monthly bulk-export allowance resets with the month; other calls still work |
ServiceUnavailableError |
unavailable |
503 | Yes, after the Retry-After the API sends |
ServerError |
internal_error |
500 | Yes, but at most twice |
ApiError |
any other | other | Only 502 and 504 |
TransportError |
none: the request never got an answer | none | Yes, with backoff |
InvalidResponseError |
none: the reply was not the shape the API documents | 2xx | No |
An unknown path id is a 404 (NotFoundError), not a 400, and an unknown id on a sub-resource
such as matches.maps(...) returns an empty page rather than an error.
An ApiError carries status, code, message, request_id, retry_after, headers and body.
Quote request_id when you report a problem; it is also in client.last_response.request_id.
from esportsodds import QuotaExceededError, RateLimitError
try:
client.matches.get("00000000-0000-7000-8000-000000000001")
except QuotaExceededError as error:
print("out of requests until", error.reset_at)
except RateLimitError as error:
print("slow down; retry in", error.retry_after, "seconds")
Rate limits and retries
Two limits apply: a per-key token bucket (20 requests a second sustained, bursts of 100) and
the monthly allowance of your plan, 50,000 requests on Standard or 150,000 on Pro, per account,
shared by all of an account's keys. After every
call, client.last_response.rate_limit has the budget the API reported:
info = client.last_response # None until the first call has been made
if info is not None:
budget = info.rate_limit
print(budget.quota_remaining, "of", budget.quota_limit, "left; resets", budget.quota_reset)
The client retries only what is safe to retry, up to max_retries times (3 by default), and logs
each retry at INFO on the esportsodds logger:
- A
429 rate_limitedor503waits theRetry-Afterthe API sent, plus up to half a second of jitter. A wait longer than a minute is raised instead of slept through. - A
502or504and a network failure back off from half a second, doubling, up to eight seconds, with jitter. - A
500is retried at most twice however highmax_retriesis: the API counts it against your allowance, so each retry spends a request you are paying for. - A
429 quota_exceededis never retried, and nothing else is.
Polling is rarely the cheapest design: the change feed and the WebSocket cost far fewer requests. The request budget guide has the numbers.
WebSocket (match updates)
The WebSocket pushes score and odds changes for the matches you subscribe to, and it costs no requests: neither the ticket, nor the connection, nor the messages count against your allowance. Updates arrive when our own collection sees a change, so the socket removes your polling delay but cannot make the data newer than that collection; the guide linked below lists the typical ages.
This package does not open sockets itself (that would need a dependency). It mints the ticket and
builds the address; any WebSocket library connects, for example
websockets (pip install websockets):
import asyncio
import json
import websockets
from esportsodds import Client
client = Client()
async def watch(match_ids: list[str]) -> None:
ticket = await asyncio.to_thread(client.ws_token)
async with websockets.connect(client.ws_url(ticket)) as socket:
await socket.send(json.dumps({"type": "subscribe", "data": {"match_ids": match_ids}}))
async for raw in socket:
frame = json.loads(raw)
if frame["type"] in ("snapshot", "update"):
print(frame["match_id"], frame["seq"], frame["type"])
asyncio.run(watch(["00000000-0000-7000-8000-000000000001"]))
- A ticket lasts 60 seconds and is not single-use, so a retry inside that window can reuse it; mint a new one once it has expired. Your key never appears in the socket address.
- A
snapshotis the full current state of a match and anupdateis a change.seqcounts up per match; if one is skipped, subscribe to that match again to get a freshsnapshot. - Reconnect with exponential backoff and jitter, and re-send your
subscribe. There is no replay. - A key may hold five connections at once, so subscribe to many matches on one connection.
- The server pings every 54 seconds;
websocketsanswers for you.
The WebSocket guide lists every frame type.
AI assistants (MCP)
The package includes an MCP (Model Context Protocol) server, so an AI assistant such as Claude or
Cursor can answer questions from the API: a team's recent form, the vetoes of a match, a
player's career figures. It runs on your machine, reads ESPORTSODDS_API_KEY and only reads data.
Each tool call is one request against your allowance, and the list tools ask for 20 rows unless the
assistant sets limit.
Add it to your MCP client's configuration (Claude Desktop: claude_desktop_config.json; Cursor:
~/.cursor/mcp.json). With uv installed, uvx fetches the package itself, so there is nothing
else to set up:
{
"mcpServers": {
"esportsodds": {
"command": "uvx",
"args": ["esportsodds", "mcp"],
"env": {"ESPORTSODDS_API_KEY": "eo_live_..."}
}
}
}
Or pip install esportsodds and use esportsodds-mcp as the command, with no args (give its
full path, from which esportsodds-mcp, if the client cannot find it). In Claude Code:
claude mcp add --transport stdio --env ESPORTSODDS_API_KEY="$ESPORTSODDS_API_KEY" esportsodds -- uvx esportsodds mcp
The tools are matches_list, matches_get, matches_maps, matches_stats, matches_vetoes,
matches_rounds, matches_lineups, odds_list, teams_list, teams_get, teams_h2h,
teams_form, teams_maps, teams_results, teams_players, tournaments_list,
tournaments_get, tournaments_teams, players_list, players_get, players_career,
players_matches, rankings_list and maps_list. Each is one row of the methods table above,
with that method's arguments, and the server answers clients of every MCP revision from
2024-11-05 to 2026-07-28.
esportsodds MCP Fragen
Wie füge ich esportsodds MCP zu Claude Code hinzu?
Führe claude mcp add --env 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' esportsodds-python -- uvx esportsodds in deinem Terminal aus. Füge --scope user hinzu, damit der Server in jedem Projekt verfügbar ist.
Wie füge ich esportsodds MCP zu Cursor hinzu?
Öffne ~/.cursor/mcp.json und füge den Server unter mcpServers hinzu, mit der Cursor-Config aus dem Installationsabschnitt oben.
Bietet dies offizielle Daten von Valve oder HLTV an?
Nein, dies ist ein Client für eine kostenpflichtige API und keine offizielle HLTV- oder Valve-API.
Kann ich die API ohne Abonnement testen?
Ja, du kannst den öffentlichen Sample-Key 'eo_sample_public' nutzen, um eine feste Auswahl vergangener Matches zu lesen, oder einen kostenlosen Sandbox-Key verwenden, um mit echten Responses zu entwickeln.
Welche Abonnement-Modelle gibt es?
Es gibt zwei Pläne: Standard für 99 $ pro Monat für 50.000 Requests und Pro für 299 $ pro Monat für 150.000 Requests.