- summary: The player's complete set of notification flags - the markers behind the interface's "new" badges.
- area: Game.Notification
- confidence: 0.91
The player's complete set of notification flags - the markers behind the interface's "new" badges.
- Kind event
- Area Game.Notification
- Named by beta, gamemapping
The persisted markers behind the little "new" badges on menus, tabs and features.
IT IS THE COMPLETE SET, NOT AN ADDITION - REPLACE, DO NOT MERGE. A flag missing from this message is a flag the player no longer has. There is a separate canonical sibling that REMOVES notifications and it carries an identical payload shape, so if you are matching messages by shape rather than by type you will confuse the two and accumulate badges forever.
The flag values are opaque identifiers into the client's own notification data; the protocol says nothing about what each one means.
Low value for most scripts - it drives interface decoration, and nothing depends on it.
When you may send it
- Requires
character_loadedobserved
Related messages
- Unsolicited - nothing you send causes this sent in the connection burst and again whenever the server resynchronises the whole set
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | flags | repeated int32 | The player's complete set of notification flags. Opaque identifiers into the client's notification data. COMPLETE, not additive. | never |
Recovered with score 265, confidence 0.91, margin 265 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 2.
Aucun avis à afficher.