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Asterobot

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

Pour installer cette application sur iOS et iPadOS
  1. Appuyez sur Icône de partage dans Safari
  2. Faites défiler le menu et appuyez sur Ajouter à l'écran d'accueil.
  3. Appuyez sur Ajouter dans le coin supérieur droit.
Pour installer cette application sur Android
  1. Appuyez sur le menu à trois points (⋮) dans le coin supérieur droit du navigateur.
  2. Appuyez sur Ajouter à l'écran d'accueil ou Installer l'application.
  3. Confirmez en appuyant sur Installer.

FightIsTurnReadyEvent

  • summary: The server asks whether the client has finished playing the turn that just ended; answer with FightTurnReadyRequest.
  • area: Game.Fight

The server asks whether the client has finished playing the turn that just ended; answer with FightTurnReadyRequest.

Kind event · Area Game.Fight

The server's "are you ready for the next turn?" question, asked at the end of a fighter's turn. The answer is FightTurnReadyRequest.

WHAT TO DO WHEN YOU RECEIVE IT

1. Ignore the payload. The client reads nothing from this message: it is a question, and its arrival is the whole content. 2. If you are still playing back what the turn did (an action sequence opened by the server and not yet closed), WAIT until that sequence is finished. 3. Then send FightTurnReadyRequest with is_ready = true. Send it once per question.

WHAT THE CLIENT DOES. Its battle message handler checks whether an action sequence is still being played. If not, it calls the battle service routine that builds the ready request and sends it at once. If one is, it logs that it is delaying the turn end acknowledgement, raises a "turn end pending" flag, and sends the request later, when the sequence finishes (the battle service then logs that a delayed turn end is being dispatched).

NOT ANSWERING STALLS THE FIGHT until the server's own timeout: the next turn does not start before the server has the ready request.

THE PAYLOAD IS NOT NEEDED. Captures show one int64 member always set to the fighter whose turn just ended (the sequence author before the first turn) and the other never set. The client reads neither, and nothing in it tells the real one from the padding, so both stay unnamed here.

When you may send it

  • Requires character_loaded inferred

Related messages

  • You must then send FightTurnReadyRequest proven — the handler calls the battle service routine that builds and sends the ready request; the fight does not move on to the next turn until the server has it
  • Unsolicited - nothing you send causes this the server sends it on its own at the end of each fighter's turn; no request asks for it

No fields you may set.

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Chrome (Android)
  1. Appuyez sur l'icône de cadenas à côté de la barre d'adresse.
  2. Tap Autorisations → Notifications.
  3. Ajustez vos préférences.
Chrome (Desktop)
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  2. Select Paramètres du site.
  3. Find Notifications et ajustez vos préférences.