- summary: The server naming the character about to be destroyed and stating whether a secret answer is required.
- area: Game.Character
- confidence: 0.85
The server naming the character about to be destroyed and stating whether a secret answer is required.
- Kind event
- Area Game.Character
- Named by beta, gamemapping
STEP 2 OF 3. Read need_secret_answer before doing anything else: it decides
whether CharacterDeletionRequest must carry a hash, and it is per character.
character_id IS GONE FROM THIS MESSAGE. The reference build declared one and
NO dumped build carries it - the client already knows which character it asked
about. Do not expect it and do not treat its absence as a decode failure.
THE TWO STRINGS ARE DELIBERATELY UNNAMED. One is the character's NAME and the other is the SECRET QUESTION, and nothing available separates them: both are singular strings, so type says nothing; declaration order is untrustworthy throughout this protocol; and the client's read order was measured and does not settle it either. They stand with their obfuscated names rather than being guessed - which matters here, because showing the player the wrong string in a deletion confirmation is worse than showing none.
When you may send it
- Requires
authenticatedobserved
Related messages
- You must then send
CharacterDeletionRequestinferred — the flow is left open until the client either confirms or abandons it - Arrives after
PrepareCharacterDeletionRequest
Sequence
Step character_deletion.2 inferred — of 3 steps; the flow is a fixed ask / terms / confirm exchange
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 3 | need_secret_answer | bool | Whether confirming the deletion must carry a hashed secret answer. Decided per character. Read it before building step 3. | never |
Recovered with score 155, confidence 0.85, margin 155 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: 1 of 3.
Aucun avis à afficher.