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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

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Requests

136 archives dans cette catégorie

  1. Smooth ·
    Claims the reward for a finished achievement, or every claimable reward at once. Kind request · Area Game.Achievement Claims one achievement's reward. achievement_id OF -1 CLAIMS EVERYTHING CLAIMABLE AT ONCE. That is a real value, not a sentinel for "unset": the client sends exactly that when the player accepts all rewards. Be sure you meant it - there is no per-item confirmation. The current build pads the message with a nested four-member message that no dumped build writes. Leave it alone
    • summary: Claims the reward for a finished achievement, or every claimable reward at once.
    • area: Game.Achievement
    • 169 vues
  2. Smooth ·
    Asks for the players the character has recently met or grouped with, as distinct from added friends. Kind request · Area Game.Social It is one of a FIXED FOUR-REQUEST BURST the client fires once per entry into the world, straight after asking for the game context. The client's own name for the routine survives obfuscation: SendRequestAfterCharacterLoaded. The order is constant: ContextCreationRequest (the context first) 1. FriendListRequest 2. AcquaintanceListRequest 3. SpouseInformati
    • summary: Asks for the players the character has recently met or grouped with, as distinct from added friends.
    • area: Game.Social
    • 120 vues
  3. Smooth ·
    Asks for the whole anomaly board: every subarea, whether an anomaly is there and what it pays. Empty payload. Kind request · Area Game.Anomaly Carries nothing. One request returns the entire board - there is no per-subarea form. THIS IS THE MESSAGE A FARMING SCRIPT WANTS. The board says which subareas currently carry an anomaly and what reward bonus each grants, which is exactly the input for deciding where to go. Ask when you need to choose, not on a loop. The board changes when anomalies o
    • summary: Asks for the whole anomaly board: every subarea, whether an anomaly is there and what it pays. Empty payload.
    • area: Game.Anomaly
    • 110 vues
  4. Smooth ·
    Asks for a fresh API token for the in-client shop back end. Empty payload, sent on a timer. Kind request · Area Game.Bak Refreshes the key for Ankama's in-client shop back end. Carries nothing. THE TRIGGER IS TOKEN LIFECYCLE, NEVER USER ACTION, and the client's state machine has three parts worth reproducing: in-flight latch one request at a time. The send routine sets a latch and will not send a second while one is outstanding. 5,000 ms retry when it cannot send ye
    • summary: Asks for a fresh API token for the in-client shop back end. Empty payload, sent on a timer.
    • area: Game.Bak
    • 96 vues
  5. Smooth ·
    Answers the server's latency poll with the mean of the client's last 50 round-trip measurements, in milliseconds. Kind request · Area Game.Basic Answers BasicLatencyStatsEvent. One integer: how long your round trips are taking, in milliseconds. WHEN TO SEND IT ONCE PER POLL, IMMEDIATELY, AND FROM NOWHERE ELSE. The client builds this message in exactly one place - inside the handler for the poll - and replies unconditionally. There is no timer, no threshold and no proactive path. If you did n
    • summary: Answers the server's latency poll with the mean of the client's last 50 round-trip measurements, in milliseconds.
    • area: Game.Basic
    • 104 vues
  6. Smooth ·
    Creates a character on the current server. One wrapper field carrying the whole appearance. Kind request · Area Game.Character.Management ONE FIELD, AND EVERYTHING IS INSIDE IT. The request is a thin wrapper: the whole character - name, class, gender, colours, head - travels in CharacterRemodelingInformation. Read that record before building this one; it is where every rule about the payload lives. WHEN TO SEND IT ONCE, WHEN YOU HAVE CHOSEN EVERYTHING. The real client sends it from the creat
    • summary: Creates a character on the current server. One wrapper field carrying the whole appearance.
    • area: Game.Character.Management
    • 127 vues
  7. Smooth ·
    Destroys a character. This is irreversible and there is no further confirmation exchange. Kind request · Area Game.Character STEP 3 OF 3, AND THE DESTRUCTIVE ONE. THE CHARACTER IS GONE. There is no undo, no grace period, and no second confirmation on the wire - the moment this is sent the decision is made. If you are writing automation, the honest answer is that THIS MESSAGE HAS NO LEGITIMATE AUTOMATED USE. Deleting a character is a decision a person makes once; put it behind a human, not beh
    • summary: Destroys a character. This is irreversible and there is no further confirmation exchange.
    • area: Game.Character
    • 110 vues
  8. Smooth ·
    Enters the game with a character for the first time, and asks for the tutorial. Kind request · Area Game.Character.Management USE THIS FOR A CHARACTER YOU JUST CREATED, and CharacterSelectionRequest for one you have already played. Both enter the game with a character; this one additionally tells the server to run the tutorial. WHEN TO SEND IT WHEN YOU VALIDATE A CHARACTER THAT HAS NEVER BEEN PLAYED. In the real client both messages come from the same screen action - validating your choice o
    • summary: Enters the game with a character for the first time, and asks for the tutorial.
    • area: Game.Character.Management
    • 98 vues
  9. Smooth ·
    Asks for the account's characters on this server. Kind request · Area Game.Character.Management Carries no payload. Send it once, straight after authentication is accepted - in a capture it goes out ~35ms after AuthenticationTicketAcceptedEvent. NOTHING PUSHES THE CHARACTER LIST. If you never send this you never learn what characters exist, and you cannot select one, because the id required by CharacterSelectionRequest is only obtainable from the answer. When you may send it Requires auth
    • summary: Asks for the account's characters on this server.
    • area: Game.Character.Management
    • 117 vues
  10. Smooth ·
    Asks the server to propose a character name. Empty payload. Kind request · Area Game.Character Carries nothing - it is a pure "give me a name". Any field the current build declares here is unused by the client and is left unresolved; send it empty. One request yields one suggestion. Asking repeatedly to fish for a name you like is a traffic pattern a human clicking a button does not produce at machine speed. When you may send it Requires authenticated observed Raised by: the player asks
    • summary: Asks the server to propose a character name. Empty payload.
    • area: Game.Character
    • 99 vues
  11. Smooth ·
    Enters the game with a character as a replay rather than an ordinary selection. Kind request · Area Game.Character.Management THE THIRD WAY INTO THE GAME. CharacterSelectionRequest enters with a character you have played, CharacterFirstSelectionRequest with one you just created, and this one with a character the client resolves to a replay instead. WHEN TO SEND IT FROM THE SAME SCREEN ACTION AS THE OTHER TWO. All three come out of one method in the real client, chosen by two flags the charac
    • summary: Enters the game with a character as a replay rather than an ordinary selection.
    • area: Game.Character.Management
    • 100 vues
  12. Smooth ·
    Asks to enter the world with one of the account's characters. Kind request · Area Game.Character.Management Sent after reading CharacterListEvent. The id MUST come from that list. The real client also sends it automatically for the first listed character when the player has enabled auto-selection, so a capture may show it without any visible interaction. SELECTING WITHIN A FEW MILLISECONDS OF RECEIVING THE LIST IS FASTER THAN ANY HUMAN. In a capture of a real sign-in the gap is about two sec
    • summary: Asks to enter the world with one of the account's characters.
    • area: Game.Character.Management
    • 126 vues
  13. Smooth ·
    Says something on a chat channel. This is the message a script sends to talk. Kind request · Area Game.Chat Talk on a channel. The server echoes your own line back as ChatChannelMessageEvent, so do not render it locally - wait for the echo, as the client does. channel DECIDES WHO HEARS YOU AND IT IS EASY TO GET WRONG. It has no explicit presence, so leaving it unset does not mean "default channel" in any safe sense: it means the enum's zero value, which is Channel.GLOBAL - the loudest channel
    • summary: Says something on a chat channel. This is the message a script sends to talk.
    • area: Game.Chat
    • 112 vues
  14. Smooth ·
    Sends a private message to one player, addressed either by character name or by account tag. Kind request · Area Game.Chat Talks to one player rather than a channel. THE RECIPIENT IS A ONEOF - SET EXACTLY ONE BRANCH. name addresses a CHARACTER by its displayed name; tag addresses an ACCOUNT by its tag, which is a name plus a numeric discriminator and reaches the person whichever character they are playing. Setting neither sends a whisper to nobody; the message is not rejected for it. content
    • summary: Sends a private message to one player, addressed either by character name or by account tag.
    • area: Game.Chat
    • 92 vues
  15. Smooth ·
    Publishes the client's long-lived public key, opening the session half of the proof-of-identity handshake. Kind request · Area Game.Client.Verification Answers ServerSessionReadyEvent. It carries your PUBLIC KEY - the value the server will check your proof against. WHEN TO SEND IT IMMEDIATELY ON ServerSessionReadyEvent, once, unconditionally. One construction site, no timer, no other path. That event closes the burst that follows a successful IdentificationRequest, so in practice this is the
    • summary: Publishes the client's long-lived public key, opening the session half of the proof-of-identity handshake.
    • area: Game.Client.Verification
    • 122 vues
  16. Smooth ·
    Closes the proof-of-identity handshake by answering the server's challenge with a Schnorr response. Kind request · Area Game.Client.Verification Answers ServerChallengeEvent and ends the three-step exchange opened by ClientIdRequest and ClientChallengeInitRequest. WHEN TO SEND IT IMMEDIATELY ON ServerChallengeEvent, once, unconditionally. One construction site and no other path. THE WHOLE SCHEME, END TO END This is the one page that carries the complete algorithm. It is a Schnorr proof of
    • summary: Closes the proof-of-identity handshake by answering the server's challenge with a Schnorr response.
    • area: Game.Client.Verification
    • 121 vues
  17. Smooth ·
    Answers the server's verification poll with a fresh cryptographic commitment - step 1 of a three-step proof of identity. Kind request · Area Game.Client.Verification Answers ServerVerificationEvent. It opens a three-step proof that you hold a private key, and the value it carries is a COMMITMENT - not an identifier, not something you own, and not something you can look up. WHEN TO SEND IT IMMEDIATELY, ONCE PER POLL, AND FROM NOWHERE ELSE. The client builds it in exactly one place - the handl
    • summary: Answers the server's verification poll with a fresh cryptographic commitment - step 1 of a three-step proof of identity.
    • area: Game.Client.Verification
    • 123 vues
  18. Smooth ·
    Turns on or off the notification shown when a friend, guild member or nearby character unlocks an achievement. Kind request · Area Game.Social One of the social "warn me when..." toggles the client mirrors to the server. THE SERVER HAS TO BE TOLD because it is the side that decides whether to push the notification; the client cannot honour the setting locally. IT IS SENT IMMEDIATELY ON EVERY FLIP, WITH NO DEBOUNCE. The option lives in Options -> General, in the Social block. Flipping it pu
    • summary: Turns on or off the notification shown when a friend, guild member or nearby character unlocks an achievement.
    • area: Game.Social
    • 87 vues
  19. Smooth ·
    Turns on or off the notification shown when a contact dies permanently on an epic server. Kind request · Area Game.Social One of the social "warn me when..." toggles the client mirrors to the server. THE SERVER HAS TO BE TOLD because it is the side that decides whether to push the notification; the client cannot honour the setting locally. IT IS SENT IMMEDIATELY ON EVERY FLIP, WITH NO DEBOUNCE. The option lives in Options -> General, in the Social block. Flipping it publishes a one-boolean
    • summary: Turns on or off the notification shown when a contact dies permanently on an epic server.
    • area: Game.Social
    • 85 vues
  20. Smooth ·
    Asks the server to create the character's game context. Sent once per game entry, not once per map. Kind request · Area Game.Context THIS IS THE STEP THAT PUTS YOU IN THE WORLD. Before it, the server knows who you are and which character you picked, but you have no map, no entities and no context. After it, everything gated on a game context becomes legal. It carries no payload - the message IS the ask. WHEN TO SEND IT ONCE PER GAME ENTRY. NOT ONCE PER MAP. This is the single most expensive
    • summary: Asks the server to create the character's game context. Sent once per game entry, not once per map.
    • area: Game.Context
    • 124 vues
  21. Smooth ·
    Tells the server the client has finished loading a map and is ready to play in it. Once per map, every map. Kind request · Area Game.Context THE SERVER GATES THE WORLD ON THIS. Until it arrives your character is loaded but not live: actors do not move for you, interactive elements do not respond, and the map's contents are not sent. It is the second half of being on a map, and the half you have to do yourself. WHEN TO SEND IT ONCE PER MAP LOAD, EVERY MAP LOAD. This is not a session handshake
    • summary: Tells the server the client has finished loading a map and is ready to play in it. Once per map, every map.
    • area: Game.Context
    • 122 vues
  22. Smooth ·
    Closes whatever dialog you are in. No payload - the server knows which one. Kind request · Area Game.Dialog CARRIES NOTHING, AND DOES NOT NEED TO. There is one dialog open at a time and the server knows which; you are saying "I am done with it", not naming it. WHEN TO SEND IT WHEN THE DIALOG WINDOW GOES AWAY - and that is a wider condition than "the player clicked close". In the real client most of these windows raise the leave intent from Unity's OnDisable hook, which runs however the windo
    • summary: Closes whatever dialog you are in. No payload - the server knows which one.
    • area: Game.Dialog
    • 105 vues
  23. Smooth ·
    The measurement of the file the server asked about, returned with the algorithm it asked for. Kind request · Area Game.Client.Verification The answer to FileCheckEvent. It carries the measurement as a STRING - a decimal byte count or a checksum, depending on which CheckType the challenge selected - and the same check type echoed back. COPY THE CHECK TYPE THROUGH UNCHANGED. The client does exactly that: the value from the event is written into the reply without transformation. The current bui
    • summary: The measurement of the file the server asked about, returned with the algorithm it asked for.
    • area: Game.Client.Verification
    • 89 vues
  24. Smooth ·
    Asks for the character's friend list. Empty payload - the server knows who is asking. Kind request · Area Game.Social It is one of a FIXED FOUR-REQUEST BURST the client fires once per entry into the world, straight after asking for the game context. The client's own name for the routine survives obfuscation: SendRequestAfterCharacterLoaded. The order is constant: ContextCreationRequest (the context first) 1. FriendListRequest 2. AcquaintanceListRequest 3. SpouseInformationRequest 4. Gu
    • summary: Asks for the character's friend list. Empty payload - the server knows who is asking.
    • area: Game.Social
    • 106 vues
  25. Smooth ·
    Turns on or off sharing your online status and activity with your contacts. Kind request · Area Game.Social The wire half of the client's "share my status" setting. With sharing on, your contacts see that you are connected and what you are doing; with it off you appear as not sharing. THE SERVER HAS TO BE TOLD because it is the side that answers other players' contact-list queries - the client cannot honour this locally. It travels the same machinery as the four warn-toggles and is sent imme
    • summary: Turns on or off sharing your online status and activity with your contacts.
    • area: Game.Social
    • 87 vues

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