CounterStrikeSharp: C# Plugin Development for Counter-Strike 2
CounterStrikeSharp allows you to write server plugins in C# for Counter-Strike 2/Source2/CS2
At a glance
- What is it?
- CounterStrikeSharp adds a .NET 8 scripting layer to Counter-Strike 2 through Metamod: Source. It is designed for server operators and developers who want managed C# plugins with commands, events, timers, listeners, and schema access.
- Who is it for?
- Adopt CounterStrikeSharp when you control a Counter-Strike 2 server, already work in C#, and need managed plugins for events, commands, timers, or player data. Do not choose it for a client-only modification or when native Metamod: Source tooling is a better fit.
- Can I use it commercially?
- Check first. The repository uses a licence we do not classify automatically, so read its LICENSE file before any commercial use.
- Is it still maintained?
- Yes. The repository received new commits within the last day.
- What is it written in?
- Mainly C#, according to GitHub's language statistics.
Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.
Editorial analysis
CounterStrikeSharp's Managed CS2 Server Layer
CounterStrikeSharp addresses a specific gap in Counter-Strike 2 server development: plugin authors who want to work in C# need a managed layer between their code and the native server. The README describes the project as a server-side modding framework built around a .NET 8 scripting layer over a Metamod: Source plugin. That architecture gives a C# project access to game events, players, timers, commands, listeners, and schema values without requiring every piece of server logic to be implemented as a native plugin.
The intended users are Counter-Strike 2 server operators and developers building server-side features. The WarcraftPlugin example demonstrates the scope: it hooks events, creates commands, uses a third-party library through SQLite, and performs basic entity manipulation. This makes CounterStrikeSharp relevant to gameplay modes, administrative tools, event-driven rules, and plugins that need reusable C# libraries. It does not replace the Counter-Strike 2 server, Metamod: Source, or the underlying game rules. Nor is it a client-side framework for altering the game on individual players' computers. The project is most appropriate when plugin logic belongs on the server and the deployment process can include its managed runtime.
Commands, Events, and Player Data in CounterStrikeSharp
The documented API centers on operations that server plugins commonly need. Console and server commands use the `css_` prefix, as shown by `css_mycommand`. Chat commands are available with `!` and `/` prefixes. CounterStrikeSharp also supports fake console variables, which imitate ConVar behavior where native variables have not been fully reverse engineered. That distinction is important for compatibility decisions. A command that resembles a console variable does not necessarily reproduce all native ConVar semantics.
Game event handlers can listen for and fire events such as `player_death`. Basic properties support strings, booleans, 32-bit integers, and floating-point values. The API also exposes complex properties such as entity handles, pawns, and player controllers. The schema system provides access to server and player information, including the current map, game time, weapon, money, and location. Together, these facilities cover a substantial part of server-side plugin work. A plugin can respond when a player connects, inspect state through schema access, or modify an event that is already part of the documented interface. Plugin authors should still account for nullability and current server entities rather than assuming that an event or reference will always be present in a valid state.
Timers and Listeners for Server Lifecycle
CounterStrikeSharp includes tick-based timers and listeners for lifecycle events. Timers can implement repeating map timers, and the documented timer flags include `REPEAT` and `STOP_ON_MAPCHANGE`. The map-change flag addresses an important server constraint: a repeating task created for one map should not continue unless its owner intended it to survive that boundary. Plugins still need clear cancellation rules for timers tied to players, commands, or temporary game state.
Listeners cover client connection, disconnection, being put into the server, map start, and each tick. The `OnTick` capability offers fine-grained execution, but it also creates a recurring cost for every enabled plugin. A trivial callback still runs as part of the server tick, so several polling or update loops can add avoidable work. Event-specific handlers are usually clearer when the plugin only needs to act at a defined point in the game lifecycle. Timer flags help express some lifecycle behavior, but the README does not document cancellation patterns, scheduler precision, or concurrency guarantees. Code that depends on exact callback order should therefore define and test its assumptions within the target CS2 version rather than treating the list of listener features as a complete ordering specification.
Installing CounterStrikeSharp and Running a First Plugin
For installation, the README directs users to the GitHub releases page and says to download the build with the runtime version if this is the first installation. It sends detailed server installation instructions to the getting-started guide. The repository excerpt does not specify the exact target directories, loader installation steps, or server startup configuration, so no such paths or flags are included here.
The first plugin example in the README implements `BasePlugin`, identifies itself through plugin metadata, logs when loaded, handles `EventPlayerConnect`, and registers `css_issue_warning`. In C#, the registration attribute exposes a nullable player parameter because a console command can be invoked without a player context. Returning `HookResult.Continue` tells the event system to continue normal processing after logging the connection. The command emits a warning through `Logger` and does not alter the caller.
This can serve as a first diagnostic plugin after following the linked installation guide. A successful deployment should load the plugin without a managed runtime error and write the `Plugin loaded successfully!` message to the server log. It should also recognize a player connection and make the command available. Those are observable outcomes, but the README does not include the server console command needed to invoke `css_issue_warning`, so the exact verification command must come from the CounterStrikeSharp documentation or the running server interface.
Building CounterStrikeSharp from Source with CMake
Building the framework is separate from installing a release build on a server. The README states that CMake is required and gives a source-build sequence. First, clone the repository. Then initialize its Git submodules recursively, because the repository includes native libraries and components that may depend on them. The build commands create a `build` directory, generate CMake files, and compile the Debug configuration.
git clone https://github.com/roflmuffin/counterstrikesharpThis command downloads the repository into a directory named after the repository.
git submodule update --init --recursiveThis initializes and updates every declared submodule needed by the source tree.
mkdir build
cd build
cmake ..These commands create the build directory, enter it, and ask CMake to generate the build files from the top-level `CMakeLists.txt`.
cmake --build . --config DebugThe final command builds the Debug configuration. A successful source build must account for native dependencies as well as managed components. The repository's `Dockerfile` shows one prepared Linux environment based on `registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest`. It installs `clang-16`, `cmake`, `ninja-build`, `git`, `zlib1g-dev`, `libssl-dev`, `libprotobuf-dev`, `protobuf-compiler`, `pkg-config`, and `curl`, then links `clang` and `clang++` to version 16. The README does not state that Docker is the required build route, so this file is best treated as an environment definition rather than a universal installation command.
CounterStrikeSharp Boundaries, Alternatives, and License
The main limitation is scope. CounterStrikeSharp targets Counter-Strike 2 and Source2, so it is the wrong tool for a different Source game or a client-only modification. It also depends on the documented boundaries of its underlying APIs. Fake console variables exist because the native ConVar behavior has not been fully reverse engineered. The README identifies event, timer, listener, and schema features as the core platform, but it does not promise every native API or a complete ordering model for callbacks. SourceMod and Source.Python are genuine architectural alternatives. CounterStrikeSharp credits Source.Python's scripting context and native system, while SourceMod is itself a Source engine plugin framework. A team with native Metamod experience may prefer SourceMod's established source-level model. A C# team should instead compare that requirement with CounterStrikeSharp's .NET 8 layer, shared C# types, and access to managed libraries.
The repository is not archived, and its last push was on 2026-10-15. Recent releases include `v1.0.376` on 2026-09-27, `v1.0.375` on 2026-09-24, and `v1.0.374` on 2026-09-07. This establishes recent development activity, but it does not remove upgrade work across CS2 updates, framework releases, or transitive .NET dependencies. Plugin authors should review `CHANGELOG.md` and test plugins before replacing a deployed build.
The README states that CounterStrikeSharp is licensed under the GNU General Public License version 3 and that a special exemption applies to published plugins. The repository also contains `LICENSE`, `LICENSE.GPL3`, and `LICENSE.MIT`. Because the exception affects how published plugins may be distributed, teams should read the actual `LICENSE` file rather than treating the README summary as complete licensing guidance. This is a license interpretation to confirm with the project's text, not legal advice.
Editorial conclusion
Adopt CounterStrikeSharp when you control a Counter-Strike 2 server, already work in C#, and need managed plugins for events, commands, timers, or player data. Do not choose it for a client-only modification or when native Metamod: Source tooling is a better fit. Before publishing plugins, verify the published-plugin exemption in the LICENSE file. The first technical check should be whether a plugin built for .NET 8 loads successfully in the intended Counter-Strike 2 server deployment.
Frequently asked questions
What is CounterStrikeSharp used for?
CounterStrikeSharp is used to create server-side Counter-Strike 2 plugins in C#. Its documented features include commands, game events, tick-based timers, listeners, and schema access.
How do I install CounterStrikeSharp?
The README directs users to download the latest GitHub release and recommends the runtime build for a first installation. It links to the getting-started guide for detailed server installation instructions.
Can CounterStrikeSharp plugins use C# libraries and databases?
The WarcraftPlugin example uses third-party libraries and SQLite. The repository also includes examples for Dapper database access, dependency injection, configuration, translations, shared types, and virtual functions.
Which Counter-Strike version does CounterStrikeSharp support?
CounterStrikeSharp is documented as a server-side modding framework for Counter-Strike 2. Its description identifies Counter-Strike 2, Source2, and CS2 as its target platform.
Official sources
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