AI 어시스턴트를 위해 Counter-Strike 2 경기 데이터, 플레이어 통계, 팀 순위 및 토너먼트 정보를 제공합니다.
다른 이름 esportsodds/esportsodds-python, esportsodds-python, esportsodds
- 스타
- 0
- Tools
- —
- 다운로드, 30일
- —
- 최신 버전
- 0.4.5
- 마지막 커밋
- 2026년 11월 2일
- 라이선스
- MIT
esportsodds MCP란?
esportsodds은(는) MCP server입니다. AI 어시스턴트를 위해 Counter-Strike 2 경기 데이터, 플레이어 통계, 팀 순위 및 토너먼트 정보를 제공합니다.
프로젝트 README에서 생성된 요약
esportsodds MCP server 정보
이 Python 클라이언트는 Counter-Strike 2 데이터에 접근할 수 있도록 esportsodds.gg API에 대한 직접적인 인터페이스를 제공합니다. 웹 스크래핑에 의존하지 않고 상세한 경기 결과, 플레이어 통계, 팀 순위 및 토너먼트 정보가 필요한 개발자를 위해 설계되었습니다. 클라이언트는 데이터를 표준 Python 딕셔너리와 리스트 형태로 반환하므로 기존 워크플로우에 쉽게 통합할 수 있습니다.
사용자는 ESPORTSODDS_API_KEY 환경 변수를 통해 제공되는 API 키를 사용하여 서비스에 접근할 수 있습니다. 테스트를 위한 공개 샘플 키가 제공되며, 무료 샌드박스 키를 통해 고정된 과거 경기 샘플을 대상으로 개발이 가능합니다. 프로덕션 환경에서는 Standard 및 Pro 티어를 포함한 유료 구독 플랜을 제공하며, 각 플랜에 따라 월간 요청 제한 및 대량 내보내기 기능이 달라집니다. 클라이언트는 보안 데이터 전송을 위해 HTTPS를 통해서만 통신합니다.
활용 사례
- 1예정된 경기 일정 조회AI 어시스턴트가 예정된 Counter-Strike 2 경기 목록을 가져와 사용자에게 향후 경기 일정을 안내할 수 있습니다.
- 2플레이어 퍼포먼스 지표 분석개발자는 특정 플레이어의 상세한 통산 기록, 평균 수치 및 무기 사용 통계를 요청할 수 있습니다.
- 3팀 경쟁 기록 추적두 팀 간의 상대 전적과 최근 전적을 쿼리하여 팀 간의 경기력을 비교할 수 있습니다.
- 4토너먼트 참가 현황 모니터링애플리케이션이 현재 진행 중인 모든 토너먼트와 시드별 참가 팀 목록을 나열할 수 있습니다.
프로젝트의 README를 바탕으로 작성되었습니다. 모든 활용 사례는 해당 내용의 인용문과 대조하여 확인합니다.
esportsodds MCP 설치 방법
형식 확인: 2026년 11월 10일Cursor에 추가Goose에 추가Claude Code에 esportsodds MCP 설치
$ claude mcp add --env 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' esportsodds-python -- uvx esportsoddsCursor에 esportsodds MCP 설치
~/.cursor/mcp.json
{
"mcpServers": {
"esportsodds-python": {
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}VS Code에 esportsodds MCP 설치
.vscode/mcp.json
{
"servers": {
"esportsodds-python": {
"type": "stdio",
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}VS Code CLI에 esportsodds MCP 설치
$ code --add-mcp '{"name":"esportsodds-python","type":"stdio","command":"uvx","args":["esportsodds"],"env":{"ESPORTSODDS_API_KEY":"<YOUR_ESPORTSODDS_API_KEY>"}}'Claude Desktop에 esportsodds MCP 설치
claude_desktop_config.json
{
"mcpServers": {
"esportsodds-python": {
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}Codex에 esportsodds MCP 설치
$ codex mcp add esportsodds-python --env 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' -- uvx esportsoddsCodex config.toml에 esportsodds MCP 설치
~/.codex/config.toml
[mcp_servers.esportsodds-python] command = "uvx" args = ["esportsodds"] [mcp_servers.esportsodds-python.env] ESPORTSODDS_API_KEY = "<YOUR_ESPORTSODDS_API_KEY>"
Gemini CLI에 esportsodds MCP 설치
$ gemini mcp add -s user -e 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' esportsodds-python uvx -- esportsoddsGemini settings.json에 esportsodds MCP 설치
~/.gemini/settings.json
{
"mcpServers": {
"esportsodds-python": {
"command": "uvx",
"args": [
"esportsodds"
],
"env": {
"ESPORTSODDS_API_KEY": "<YOUR_ESPORTSODDS_API_KEY>"
}
}
}
}구성
ESPORTSODDS_API_KEY필수비밀Your esportsodds.gg API key
| 이름 | 설명 | 유형 |
|---|---|---|
| ESPORTSODDS_API_KEY | Your esportsodds.gg API key | 필수비밀 |
자동 검사
2026년 11월 14일에 실행됨전체 보고서 →자동 검사를 통과했습니다. 이는 보안 감사가 아닙니다. 코드를 직접 읽고 서버에 필요한 최소한의 권한만 부여하십시오. 검사 방식
- 소스 저장소 연결 및 접근 가능esportsodds/esportsodds-python is public and reachablegithub.com/esportsodds/esportsodds-python ↗통과
- 패키지가 이 저장소를 소스로 명시esportsodds names esportsodds/esportsodds-python as sourcepypi.org/project/esportsodds/ ↗통과
- 빌드 출처(Sigstore 증명)Sigstore attestation for esportsoddspypi.org/project/esportsodds/ ↗통과
- 오픈 소스 라이선스 (OSI)MITspdx.org/licenses/MIT.html ↗통과
- 최근 1년 내 커밋 또는 릴리스Last commit or release 2026-11-02github.com/esportsodds/esportsodds-python ↗통과
- OpenSSF Scorecard검사되지 않음
- 패키지 이름이 인기 패키지와 유사하지 않음No popular package one edit away from esportsodds통과
- 패키지 및 해당 종속성에 중요한 보안 권고 없음1 resolved dependencies checked; no critical advisoryosv.dev ↗통과
- 모델에 대한 숨겨진 지침 없음0 tool descriptions and the README read; no override phrases, credential paths or hidden characters통과
- 파괴적인 도구에 라벨 표시됨검사되지 않음
- 원격 엔드포인트가 MCP 핸드셰이크에 응답검사되지 않음
README
GitHub에서 보기esportsodds
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 질문
esportsodds MCP를 Claude Code에 추가하려면 어떻게 하나요?
터미널에서 claude mcp add --env 'ESPORTSODDS_API_KEY=<YOUR_ESPORTSODDS_API_KEY>' esportsodds-python -- uvx esportsodds를 실행합니다. 모든 프로젝트에서 사용할 수 있게 하려면 --scope user를 추가합니다.
esportsodds MCP를 Cursor에 추가하려면 어떻게 하나요?
~/.cursor/mcp.json를 열고 mcpServers 아래에 서버를 추가합니다. 위 설치 섹션에 표시된 Cursor 구성을 사용합니다.
Valve 또는 HLTV의 공식 데이터를 제공하나요?
아니요, 이 서비스는 유료 API를 위한 클라이언트이며 HLTV 또는 Valve의 공식 API가 아닙니다.
구독 없이 API를 테스트할 수 있나요?
네, 공개 샘플 키인 'eo_sample_public'을 사용하여 고정된 과거 경기 샘플을 읽거나, 무료 샌드박스 키를 사용하여 실제 응답을 바탕으로 개발할 수 있습니다.
사용 가능한 구독 플랜은 무엇인가요?
Standard 플랜(월 $99, 요청 50,000건)과 Pro 플랜(월 $299, 요청 150,000건) 두 가지가 있습니다.