STOMP Protocol Specification, Version 1.1


STOMP is a simple interoperable protocol designed for asynchronous message passing between clients via mediating servers. It defines a text based wire-format for messages passed between these clients and servers.

STOMP has been in active use for several years and is supported by many message brokers and client libraries. This specification defines the STOMP 1.1 protocol and is an update to STOMP 1.0.

Please send feedback to the mailing list.



STOMP arose from a need to connect to enterprise message brokers from scripting languages such as Ruby, Python and Perl. In such an environment it is typically logically simple operations that are carried out such as 'reliably send a single message and disconnect' or 'consume all messages on a given destination'.

It is an alternative to other open messaging protocols such as AMQP and implementation specific wire protocols used in JMS brokers such as OpenWire. It distinguishes itself by covering a small subset of commonly used messaging operations rather than providing a comprehensive messaging API.

More recently STOMP has matured into a protocol which can be used past these simple use cases in terms of the wire-level features it now offers, but still maintains its core design principles of simplicity and interoperability.

Protocol Overview

STOMP is a frame based protocol, with frames modelled on HTTP. A frame consists of a command, a set of optional headers and an optional body. STOMP is text based but also allows for the transmission of binary messages. The default encoding for STOMP is UTF-8, but it supports the specification of alternative encodings for message bodies.

A STOMP server is modelled as a set of destinations to which messages can be sent. The STOMP protocol treats destinations as opaque string and their syntax is server implementation specific. Additionally STOMP does not define what the delivery semantics of destinations should be. The delivery, or “message exchange”, semantics of destinations can vary from server to server and even from destination to destination. This allows servers to be creative with the semantics that they can support with STOMP.

A STOMP client is a user-agent which can act in two (possibly simultaneous) modes:

Changes in the Protocol

STOMP 1.1 is designed to be backwards compatible with STOMP 1.0 while introducing several new features not present in STOMP 1.0:

Design Philosophy

The main philosophies driving the design of STOMP are simplicity and interoperability.

STOMP is designed to be a lightweight protocol that is easy to implement both on the client and server side in a wide range of languages. This implies, in particular, that there are not many constraints on the architecture of servers and many features such as destination naming and reliability semantics are implementation specific.

In this specification we will note features of servers which are not explicitly defined by STOMP 1.1. You should consult your STOMP server's documentation for the implementation specific details of these features.


The key words “MUST”, “MUST NOT”, “REQUIRED”, “SHALL”, “SHALL NOT”, “SHOULD”, “SHOULD NOT”, “RECOMMENDED”, “MAY”, and “OPTIONAL” in this document are to be interpreted as described in RFC 2119.

Implementations may impose implementation-specific limits on unconstrained inputs, e.g. to prevent denial of service attacks, to guard against running out of memory, or to work around platform-specific limitations.

The conformance classes defined by this specification are STOMP clients and STOMP servers.

STOMP Frames

STOMP is a frame based protocol which assumes a reliable 2-way streaming network protocol (such as TCP) underneath. The client and server will communicate using STOMP frames sent over the stream. A frame's structure looks like:



The frame starts with a command string terminated by a newline. Following the command are one or more header entries in <key>:<value> format. Each header entry is terminated by a newline. A blank line indicates the end of the headers and the beginning of the body. The body is then followed by the null byte (0x00). The examples in this document will use ^@, control-@ in ASCII, to represent the null byte. The null byte can be optionally followed by multiple newlines. For more details, on how to parse STOMP frames, see the Augmented BNF section of this document.

All commands and header names referenced in this document are case sensitive.

Value Encoding

The commands and headers are encoded in UTF-8. All frames except the CONNECT and CONNECTED frames will also escape any colon or newline octets found in the resulting UTF-8 encoded headers.

Escaping is needed to allow header keys and values to contain those frame header delimiting octets as values. The CONNECT and CONNECTED frames do not escape the colon or newline octets in order to remain backward compatible with STOMP 1.0.

C style string literal escapes are used to encode any colons and newlines that are found within the UTF-8 encoded headers. When decoding frame headers, the following transformations MUST be applied:

Undefined escape sequences such as \r (octet 92 and 114) MUST be treated as a fatal protocol error. Conversely when encoding frame headers, the reverse transformation MUST be applied.

Only the SEND, MESSAGE, and ERROR frames can have a body. All other frames MUST NOT have a body.

The STOMP 1.0 specification included many example frames with padding in the headers and many servers and clients were implemented to trim or pad header values. This causes problems if applications want to send headers that SHOULD not get trimmed. In STOMP 1.1, clients and servers MUST never trim or pad headers with spaces.

Size Limits

To prevent malicious clients from exploiting memory allocation in a server, servers MAY place maximum limits on:

If these limits are exceeded the server SHOULD send the client an ERROR frame and disconnect the client.

Repeated Header Entries

Since messaging systems can be organized in store and forward topologies, similar to SMTP, a message may traverse several messaging servers before reaching a consumer. The intermediate server MAY 'update' header values by either prepending headers to the message or modifying a header in-place in the message.

If the client receives repeated frame header entries, only the first header entry SHOULD be used as the value of header entry. Subsequent values are only used to maintain a history of state changes of the header. For example, if the client receives:



The value of the foo header is just World.


A STOMP client initiates the stream or TCP connection to the server by sending the CONNECT frame:



If the server accepts the connection attempt it will respond with a CONNECTED frame:



The server can reject any connection attempt. The server SHOULD respond back with an ERROR frame listing why the connection was rejected and then close the connection. STOMP servers MUST support clients which rapidly connect and disconnect. This implies a server will likely only allow closed connections to linger for short time before the connection is reset. This means that a client may not receive the ERROR frame before the socket is reset.


STOMP servers SHOULD handle a STOMP frame in the same manner as a CONNECT frame. STOMP 1.1 clients SHOULD continue to use the CONNECT command to remain backward compatible with STOMP 1.0 servers.

Clients that use the STOMP frame instead of the CONNECT frame will only be able to connect to STOMP 1.1 servers but the advantage is that a protocol sniffer/discriminator will be able to differentiate the STOMP connection from an HTTP connection.

STOMP 1.1 clients MUST set the following headers:

STOMP 1.1 clients MAY set the following headers:


STOMP 1.1 servers MUST set the following headers:

STOMP 1.1 servers MAY set the following headers:

Protocol Negotiation

From STOMP 1.1 and onwards, the CONNECT frame MUST include the accept-version header. It SHOULD be set to a comma separated list of incrementing STOMP protocol versions that the client supports. If the accept-version header is missing, it means that the client only supports version 1.0 of the protocol.

The protocol that will be used for the rest of the session will be the highest protocol version that both the client and server have in common.

For example, if the client sends:



The server will respond back with the highest version of the protocol that it has in common with the client:



If the client and server do not share any common protocol versions, then the server SHOULD respond with an ERROR frame similar to:


Supported protocol versions are 1.2 2.1^@

Once Connected

A client MAY send a frame not in this list, but for such a frame a STOMP 1.1 server MAY respond with an ERROR frame.

Client Frames


The SEND frame sends a message to a destination in the messaging system. It has one REQUIRED header, destination, which indicates where to send the message. The body of the SEND frame is the message to be sent. For example:


hello queue a

This sends a message to a destination named /queue/a. Note that STOMP treats this destination as an opaque string and no delivery semantics are assumed by the name of a destination. You should consult your STOMP server's documentation to find out how to construct a destination name which gives you the delivery semantics that your application needs.

The reliability semantics of the message are also server specific and will depend on the destination value being used and the other message headers such as the transaction header or other server specific message headers.

SEND supports a transaction header which allows for transactional sends.

SEND frames SHOULD include a content-length header and a content-type header if a body is present.

An application MAY add any arbitrary user defined headers to the SEND frame. User defined headers are typically used to allow consumers to filter messages based on the application defined headers using a selector on a SUBSCRIBE frame. The user defined headers MUST be passed through in the MESSAGE frame.

If the server cannot successfully process the SEND frame for any reason, the server MUST send the client an ERROR frame and disconnect the client.


The SUBSCRIBE frame is used to register to listen to a given destination. Like the SEND frame, the SUBSCRIBE frame requires a destination header indicating the destination to which the client wants to subscribe. Any messages received on the subscribed destination will henceforth be delivered as MESSAGE frames from the server to the client. The ack header controls the message acknowledgement mode.




If the server cannot successfully create the subscription, the server MUST send the client an ERROR frame and disconnect the client.

STOMP servers MAY support additional server specific headers to customize the delivery semantics of the subscription. Consult your server's documentation for details.


An id header MUST be included in the frame to uniquely identify the subscription within the STOMP connection session. Since a single connection can have multiple open subscriptions with a server, the id header allows the client and server to relate subsequent ACK, NACK or UNSUBSCRIBE frames to the original subscription.

SUBSCRIBE ack Header

The valid values for the ack header are auto, client, or client-individual. If the header is not set, it defaults to auto.

When the ack mode is auto, then the client does not need to send the server ACK frames for the messages it receives. The server will assume the client has received the message as soon as it sends it to the client. This acknowledgment mode can cause messages being transmitted to the client to get dropped.

When the ack mode is client, then the client MUST send the server ACK frames for the messages it processes. If the connection fails before a client sends an ACK for the message the server will assume the message has not been processed and MAY redeliver the message to another client. The ACK frames sent by the client will be treated as a cumulative ACK. This means the ACK operates on the message specified in the ACK frame and all messages sent to the subscription before the ACK-ed message.

When the ack mode is client-individual, the ack mode operates just like the client ack mode except that the ACK or NACK frames sent by the client are not cumulative. This means that an ACK or NACK for a subsequent message MUST NOT cause a previous message to get acknowledged.


The UNSUBSCRIBE frame is used to remove an existing subscription. Once the subscription is removed the STOMP connections will no longer receive messages from that destination. It requires that the id header matches the id value of previous SUBSCRIBE operation. Example:




ACK is used to acknowledge consumption of a message from a subscription using client or client-individual acknowledgment. Any messages received from such a subscription will not be considered to have been consumed until the message has been acknowledged via an ACK or a NACK.

ACK has two REQUIRED headers: message-id, which MUST contain a value matching the message-id for the MESSAGE being acknowledged and subscription, which MUST be set to match the value of the subscription's id header. Optionally, a transaction header MAY be specified, indicating that the message acknowledgment SHOULD be part of the named transaction.




NACK is the opposite of ACK. It is used to tell the server that the client did not consume the message. The server can then either send the message to a different client, discard it, or put it in a dead letter queue. The exact behavior is server specific.

NACK takes the same headers as ACK: message-id (mandatory), subscription (mandatory) and transaction (OPTIONAL).

NACK applies either to one single message (if the subscription's ack mode is client-individual) or to all messages sent before and not yet ACK'ed or NACK'ed.


BEGIN is used to start a transaction. Transactions in this case apply to sending and acknowledging - any messages sent or acknowledged during a transaction will be handled atomically based on the transaction.



The transaction header is REQUIRED, and the transaction identifier will be used for SEND, COMMIT, ABORT, ACK, and NACK frames to bind them to the named transaction.

Any started transactions which have not been committed will be implicitly aborted if the client sends a DISCONNECT frame or if the TCP connection fails for any reason.


COMMIT is used to commit a transaction in progress.



The transaction header is REQUIRED and MUST specify the id of the transaction to commit!


ABORT is used to roll back a transaction in progress.



The transaction header is REQUIRED and MUST specify the id of the transaction to abort!


A client can disconnect from the server at anytime by closing the socket but there is no guarantee that the previously sent frames have been received by the server. To do a graceful shutdown, where the client is assured that all previous frames have been received by the server, the client SHOULD:

  1. send a DISCONNECT frame with a receipt header set. Example:

  2. wait for the RECEIPT frame response to the DISCONNECT. Example:

  3. close the socket.

Clients MUST NOT send any more frames after the DISCONNECT frame is sent.

Standard Headers

Some headers MAY be used, and have special meaning, with most frames.

Header content-length

The SEND, MESSAGE and ERROR frames SHOULD include a content-length header if a frame body is present. If a frame's body contains NULL octets, the frame MUST include a content-length header. The header is a byte count for the length of the message body. If a content-length header is included, this number of bytes MUST be read, regardless of whether or not there are null characters in the body. The frame still needs to be terminated with a null byte.

Header content-type

The SEND, MESSAGE and ERROR frames SHOULD include a content-type header if a frame body is present. It SHOULD be set to a mime type which describes the format of the body to help the receiver of the frame interpret it's contents. If the content-type header is not set, the receiver SHOULD consider the body to be a binary blob.

The implied text encoding for mime types starting with text/ is UTF-8. If you are using a text based mime type with a different encoding then you SHOULD append ;charset=<encoding> to the mime type. For example, text/html;charset=utf-16 SHOULD be used if your sending an html body in UTF-16 encoding. The ;charset=<encoding> SHOULD also get appended to any non text/ mime types which can be interpreted as text. A good example of this would be a UTF-8 encoded XML. It's content-type SHOULD get set to application/xml;charset=utf-8

All STOMP clients and servers MUST support UTF-8 encoding and decoding. Therefore, for maximum interoperability in a heterogeneous computing environment, it is RECOMMENDED that text based content be encoded with UTF-8.

Header receipt

Any client frame other than CONNECT MAY specify a receipt header with an arbitrary value. This will cause the server to acknowledge receipt of the frame with a RECEIPT frame which contains the value of this header as the value of the receipt-id header in the RECEIPT frame.


hello queue a^@

Server Frames

The server will, on occasion, send frames to the client (in addition to the initial CONNECTED frame). These frames MAY be one of:


MESSAGE frames are used to convey messages from subscriptions to the client. The MESSAGE frame will include a destination header indicating the destination the message was sent to. It will also contain a message-id header with a unique identifier for that message. The subscription header will be set to match the id header of the subscription that is receiving the message. The frame body contains the contents of the message:


hello queue a^@

MESSAGE frames SHOULD include a content-length header and a content-type header if a body is present.

MESSAGE frames will also include all user defined headers that were present when the message was sent to the destination in addition to the server specific headers that MAY get added to the frame. Consult your server's documentation to find out the server specific headers that it adds to messages.


A RECEIPT frame is sent from the server to the client once a server has successfully processed a client frame that requests a receipt. A RECEIPT frame will include the header receipt-id, where the value is the value of the receipt header in the frame which this is a receipt for.



The receipt body will be empty.


The server MAY send ERROR frames if something goes wrong. The error frame SHOULD contain a message header with a short description of the error, and the body MAY contain more detailed information (or MAY be empty).

message: malformed frame received

The message:

Hello queue a!
Did not contain a destination header, which is REQUIRED
for message propagation.

If the error is related to specific frame sent from the client, the server SHOULD add additional headers to help identify the original frame that caused the error. For example, if the frame included a receipt header, the ERROR frame SHOULD set the receipt-id header to match the value of the receipt header of the frame which the error is related to.

ERROR frames SHOULD include a content-length header and a content-type header if a body is present.


Heart-beating can optionally be used to test the healthiness of the underlying TCP connection and to make sure that the remote end is alive and kicking.

In order to enable heart-beating, each party has to declare what it can do and what it would like the other party to do. This happens at the very beginning of the STOMP session, by adding a heart-beat header to the CONNECT and CONNECTED frames.

When used, the heart-beat header MUST contain two positive integers separated by a comma.

The first number represents what the sender of the frame can do (outgoing heart-beats):

The second number represents what the sender of the frame would like to get (incoming heart-beats):

The heart-beat header is OPTIONAL. A missing heart-beat header MUST be treated the same way as a “heart-beat:0,0” header, that is: the party cannot send and does not want to receive heart-beats.

The heart-beat header provides enough information so that each party can find out if heart-beats can be used, in which direction, and with which frequency.

More formally, the initial frames look like:



For heart-beats from the client to the server:

In the other direction, <sx> and <cy> are used the same way.

Regarding the heart-beats themselves, any new data received over the network connection is an indication that the remote end is alive. In a given direction, if heart-beats are expected every <n> milliseconds:

Augmented BNF

A STOMP session can be more formally described using the Backus-Naur Form (BNF) grammar used in HTTP/1.1 rfc2616.

LF                  = <US-ASCII new line (line feed) (octet 10)>
OCTET               = <any 8-bit sequence of data>
NULL                = <octet 0>

frame-stream        = 1*frame

frame               = command LF
                      *( header LF )
                      *( LF )

command             = client-command | server-command

client-command      = "SEND"
                      | "SUBSCRIBE"
                      | "UNSUBSCRIBE"
                      | "BEGIN"
                      | "COMMIT"
                      | "ABORT"
                      | "ACK"
                      | "NACK"
                      | "DISCONNECT"
                      | "CONNECT"
                      | "STOMP"

server-command      = "CONNECTED"
                      | "MESSAGE"
                      | "RECEIPT"
                      | "ERROR"

header              = header-name ":" header-value
header-name         = 1*<any OCTET except LF or ":">
header-value        = *<any OCTET except LF or ":">


This specification is licensed under the Creative Commons Attribution v2.5 license.