- summary: Asks for a one-shot token that lets the next connection skip full authentication. Empty - the message is the ask.
- area: Game.Connection
- confidence: 0.88
Asks for a one-shot token that lets the next connection skip full authentication. Empty - the message is the ask.
- Kind request
- Area Game.Connection
- Named by beta, gamemapping
CARRIES NO PAYLOAD. There is nothing to fill in - constructing it and sending it
IS the request. Send it BEFORE you hand this connection over, then read
ReloginTokenEvent.
WHEN TO SEND IT
WHEN YOU ARE ABOUT TO LEAVE THIS GAME SERVER, and not otherwise. In the real client every path into it is a menu confirmation:
go back to server choice -> ReloginRequest confirm a change of server -> ReloginRequest confirm a change of character -> ReloginRequest confirm server + character -> ReloginRequest
Nothing in gameplay sends it. It is not a keepalive, it is not periodic, and it
has nothing to do with PingRequest despite sitting beside it in the
protocol.
ONE AT A TIME. The client refuses to send a second request while an answer is still outstanding - it raises an error popup instead of asking again. Do not pipeline this and do not retry it while you are still waiting; if you never got an answer to the first one, the connection is the problem, not the request.
THE CLIENT PARKS WHAT YOU ASKED FOR. It remembers the action that provoked the request, sends this, and only replays that action once the token has been stored. That ordering is the whole point of the exchange: if you act on the server change before the answer lands, you leave without the token you asked for and gain nothing.
WHAT COMES BACK
ReloginTokenEvent, with a grant flag and a token. Both branches are real -
read that record before implementing either.
MATCH IT BY TYPE, NOT BY UID. This goes out on the uncorrelated send path, so its envelope uid is -1 and there is no response to pair against it. Watch for the event.
SENDING IT IS OPTIONAL. Skip it and nothing breaks here; the next connection simply has to authenticate in full instead of presenting a token. What is not optional, if you do send it, is waiting for the answer before you move.
When you may send it
- Requires
authenticatedobserved - Raised by: a client-side state change: one of three 'leave this game server' intents raised by the menu screens - go back to server choice, go to a chosen server, or go to a chosen server to play a named character. The writer parks the intent, sends this request, and replays it only once the answer has been stored inferred
Related messages
- You will then receive
ReloginTokenEventobserved — the server answers with a token grant or refusal
Recovered with score 165, confidence 0.88, margin 165 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 0 of 0.
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