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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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Events

253 archives dans cette catégorie

  1. Smooth ·
    You just harvested this many of an item; the client shows the amount with the item's icon. Kind event · Area Game.Inventory A harvest finished and produced items. object_gid is the item (an id from the items table) and quantity is how many this harvest gave. IT IS A NOTIFICATION, NOT AN INVENTORY UPDATE. The client only displays it: it looks the item up for its icon and shows the gained amount over your character. The stack itself changes through the inventory messages - for an item you alrea
    • summary: You just harvested this many of an item; the client shows the amount with the item's icon.
    • area: Game.Inventory
    • 70 vues
  2. Smooth ·
    The new quantity of one stack you already hold, and where the change came from. Kind event · Area Game.Inventory The singular form of ObjectsQuantityEvent: one stack, its new quantity, and an origin. THE QUANTITY IS THE NEW TOTAL, NOT A DELTA. The client looks the stack up by ObjectUidWithQuantity.object_uid and SETS its size to ObjectUidWithQuantity.quantity. If you want "how many did I just get", subtract what you held before - which is exactly what the client does for its quest message. I
    • summary: The new quantity of one stack you already hold, and where the change came from.
    • area: Game.Inventory
    • 73 vues
  3. Smooth ·
    New absolute quantities for stacks the character already holds, several at once. Kind event · Area Game.Inventory Quantity updates for stacks that are ALREADY in your inventory, batched. EACH ENTRY IS AN ABSOLUTE TOTAL, NOT A DELTA. The client looks the stack up by ObjectUidWithQuantity.object_uid and SETS its size to ObjectUidWithQuantity.quantity; it never adds. Treating it as a delta double-counts every update. THIS MESSAGE NEVER INTRODUCES A STACK. If the uid is not already known the cli
    • summary: New absolute quantities for stacks the character already holds, several at once.
    • area: Game.Inventory
    • 66 vues
  4. Smooth ·
    The set of optional features the server has enabled, replacing any held set. Kind event · Area Game.Connection Pushed in the burst after a successful IdentificationRequest. THIS REPLACES, IT DOES NOT MERGE. The client swaps its whole enabled-feature set for this list and re-evaluates what is available; keeping stale ids from an earlier connection would enable features the server has since turned off. When you may send it Requires authenticated observed Related messages Arrives after I
    • summary: The set of optional features the server has enabled, replacing any held set.
    • area: Game.Connection
    • 63 vues
  5. Smooth ·
    Somebody's availability changed - a contact's, or your own echoed back. Kind event · Area Game.Social Broadcast for any player whose status you can see - friends, guild and alliance members, party members - and for your own character, as the echo of PlayerStatusUpdateRequest. TWO IDS, AND THEY ARE DIFFERENT WIDTHS. player_id is the CHARACTER (int64); account_id is the ACCOUNT behind it (int32). Use the account id to track a person across their characters and the player id to address one chara
    • summary: Somebody's availability changed - a contact's, or your own echoed back.
    • area: Game.Social
    • 63 vues
  6. Smooth ·
    Server reply to a ping; the client turns it into a round-trip latency sample. Kind event · Area Game.Connection Answers PingRequest. On receipt the real client takes the clock again, enqueues the round-trip delta into a bounded sample queue, and exposes average, maximum and sample count from it. THOSE SAMPLES ARE NOT SELF-CONTAINED. They are the source of the value reported when the server polls with BasicLatencyStatsEvent, so skipping the ping exchange leaves you with nothing honest to repor
    • summary: Server reply to a ping; the client turns it into a round-trip latency sample.
    • area: Game.Connection
    • 72 vues
  7. Smooth ·
    A moderator's warning: who sent it and what it says, shown to the player. Kind event · Area Game.Moderation A MODERATOR IS TALKING TO YOU. The server pushes this unprompted and the client renders the moderator's name and their message. If you are running anything automated, this arriving means a human has looked at your account and acted. Treat it as a stop signal, not as chat. WHAT IT CARRIES author the moderator's displayed name content the warning text itself lock_du
    • summary: A moderator's warning: who sent it and what it says, shown to the player.
    • area: Game.Moderation
    • 66 vues
  8. Smooth ·
    The current step of one quest and its objectives. Kind event · Area Game.Quest The answer to QuestStepInformationRequest. The real content is information - a QuestActive carrying the quest and the step it is on. player_id is USUALLY ABSENT, because the answer goes to the character who asked. Do not require it to be present, and do not use it as the key to match the reply against your request - use the quest id inside information. When you may send it Requires character_loaded observed R
    • summary: The current step of one quest and its objectives.
    • area: Game.Quest
    • 66 vues
  9. Smooth ·
    Your position in the login queue while the server is full. Kind event · Area Game.Character.Management Arrives repeatedly while the account waits in the login queue, and stops once you are through. In a capture of an uncongested sign-in it still appears a few times in quick succession with a shrinking payload. WAIT, DO NOT RETRY. Receiving this means the server has your connection and is holding it; re-sending CharacterListRequest or reconnecting only puts you back at the end. When you may
    • summary: Your position in the login queue while the server is full.
    • area: Game.Character.Management
    • 63 vues
  10. Smooth ·
    Grants or refuses the token that skips full authentication on the next connection. Check the flag before the token. Kind event · Area Game.Connection Answers ReloginRequest, and it is the only thing worth waiting for in that exchange. CHECK THE FLAG BEFORE YOU READ THE TOKEN A REFUSAL IS NOT AN ERROR MESSAGE, and it is not silence - the server answers, the flag is simply clear. Read the flag first. If you read the token unconditionally you will carry an empty string into the next connection
    • summary: Grants or refuses the token that skips full authentication on the next connection. Check the flag before the token.
    • area: Game.Connection
    • 64 vues
  11. Smooth ·
    Empty server poll asking the client how many events it has received. Kind event · Area Game.Basic Carries no payload - the message IS the question. Answer it with SequenceNumberRequest carrying how many of these polls have reached you on this connection, the one you are answering included. COUNT THE POLLS, NOT YOUR INBOUND TRAFFIC. The real client keeps one counter per connection that nothing but this poll touches: zeroed when the socket becomes active, incremented once per arrival, so the fi
    • summary: Empty server poll asking the client how many events it has received.
    • area: Game.Basic
    • 68 vues
  12. Smooth ·
    The server's challenge in the proof-of-identity handshake. The one message in that chain whose contents you must read. Kind event · Area Game.Client.Verification Arrives because you sent ClientChallengeInitRequest, and must be answered with ClientChallengeProofRequest. THE HANDSHAKE DOES NOT COMPLETE UNTIL YOU DO. WHEN IT ARRIVES Shortly after your init request, and only then - the server does not send it on its own schedule. But it is delivered as an ordinary event: the client matches it BY
    • summary: The server's challenge in the proof-of-identity handshake. The one message in that chain whose contents you must read.
    • area: Game.Client.Verification
    • 87 vues
  13. Smooth ·
    The server's experience multipliers and your experience limit, sent early in the session. Kind event · Area Game.Server THE SERVER'S EXPERIENCE MULTIPLIERS, sent early in the session. Nothing requests it at login - it arrives unprompted. IT ALSO CARRIES YOUR EXPERIENCE LIMIT, and the official client learns the limit only from here. After PlayerExperienceSetRequest the client does not store the value it sent, so expect this message again to confirm the new limit. THE NUMBERS ARE OFFSET BY 100
    • summary: The server's experience multipliers and your experience limit, sent early in the session.
    • area: Game.Server
    • 67 vues
  14. Smooth ·
    The game session is ready to complete its cryptographic handshake. Kind event · Area Game.Connection Carries no payload. Arrival means the server is ready for the session handshake, and the client answers with ClientChallengeInitRequest. In a capture it closes the burst that follows acceptance of IdentificationRequest, and the answer goes out a few milliseconds later - notably as one of the rare CORRELATED requests, meaning the client allocates an envelope id for it and expects the reply rout
    • summary: The game session is ready to complete its cryptographic handshake.
    • area: Game.Connection
    • 75 vues
  15. Smooth ·
    The server's environment: language, community, ruleset and account limits. Kind event · Area Game.Connection Pushed once, in the burst that follows a successful IdentificationRequest. Nothing requests it. Worth storing rather than ignoring: it tells you which ruleset the server runs and whether the account is restricted to one character at a time, both of which change what later requests are legal. When you may send it Requires authenticated observed Related messages Arrives after Ide
    • summary: The server's environment: language, community, ruleset and account limits.
    • area: Game.Connection
    • 67 vues
  16. Smooth ·
    Server-initiated challenge that obliges the client to identify itself. Kind event · Area Game.Client.Verification YOU MUST ANSWER THIS. The client's own handler ignores the event's contents entirely and replies with ClientIdRequest; nothing in the payload is needed to build the answer. The answer is not a constant. The real client generates fresh random handshake state, computes a modular exponentiation from it, and sends the result as a decimal string. A replayed or fixed value is not what a
    • summary: Server-initiated challenge that obliges the client to identify itself.
    • area: Game.Client.Verification
    • 65 vues
  17. Smooth ·
    The current state of one equipment set: which of its pieces are worn and which bonuses that grants. Kind event · Area Game.Inventory Sent when the character's equipment changes in a way that affects a set bonus. IT IS THE WHOLE STATE OF ONE SET, NOT A DELTA - REPLACE, DO NOT MERGE. The message names a set and lists every piece currently worn from it together with every bonus currently active. Removing a piece produces a new message with a SHORTER list, not a removal instruction, so a script t
    • summary: The current state of one equipment set: which of its pieces are worn and which bonuses that grants.
    • area: Game.Inventory
    • 63 vues
  18. Smooth ·
    The full contents of one of the player's shortcut bars: spells, items, presets, emotes and cosmetics. Kind event · Area Game.Inventory One bar's worth of slots. It arrives once PER BAR during the connection burst, so expect several of these, distinguished by bar_type. IT IS ONE WHOLE BAR, NOT A SLOT UPDATE - REPLACE THAT BAR, DO NOT MERGE. A slot missing from the list is an empty slot. KEY YOUR MODEL BY bar_type, NOT BY ARRIVAL ORDER. Nothing guarantees the bars arrive in a fixed order, and
    • summary: The full contents of one of the player's shortcut bars: spells, items, presets, emotes and cosmetics.
    • area: Game.Inventory
    • 60 vues
  19. Smooth ·
    One stated element changing state: a door opening, a lever thrown, a resource going from full to harvested. Kind event · Area Game.Interactive The delta counterpart of StatedMapUpdateEvent. THIS IS THE MESSAGE THAT TELLS YOU A RESOURCE WAS TAKEN. Combined with InteractiveElementUpdatedEvent it is how a harvesting script learns that a node it was heading for is no longer worth walking to - including when somebody else took it. Match by StatedElement.element_id and replace the element in your
    • summary: One stated element changing state: a door opening, a lever thrown, a resource going from full to harvested.
    • area: Game.Interactive
    • 72 vues
  20. Smooth ·
    The state of every stated element on the map, sent when the character arrives. Kind event · Area Game.Interactive The map's stated-element snapshot, and the baseline that StatedElementUpdatedEvent deltas apply on top of. IT IS A SNAPSHOT - REPLACE, DO NOT MERGE. It arrives once per map arrival. Read it together with InteractiveMapUpdateEvent: the two lists describe the same objects from different angles and join on StatedElement.element_id. Neither alone tells you both what a node IS and wha
    • summary: The state of every stated element on the map, sent when the character arrives.
    • area: Game.Interactive
    • 69 vues
  21. Smooth ·
    A system notification, sent as a message id plus arguments, optionally forcing a blocking display. Kind event · Area Game.Chat Like TextInformationEvent, this carries an id and arguments rather than text - but it is the SYSTEM notification path, and one flag on it matters a great deal. hang_up TRUE IS THE DISCONNECT WARNING. The client takes a different branch for it: before rendering anything it invokes an action on its connection service, and only then displays the message through the block
    • summary: A system notification, sent as a message id plus arguments, optionally forcing a blocking display.
    • area: Game.Chat
    • 58 vues
  22. Smooth ·
    A system line pushed into the chat log, sent as a message id plus substitution arguments rather than as text. Kind event · Area Game.Chat ONE OF THE HIGHEST-VALUE INBOUND MESSAGES THERE IS. Almost everything the server tells you in words - fight results, PvP notices, item and object notifications, entity speech, event announcements - arrives here. THE SERVER DOES NOT SEND YOU TEXT. It sends message_id, an identifier into the client's own information-message table, plus parameters, an ordered
    • summary: A system line pushed into the chat log, sent as a message id plus substitution arguments rather than as text.
    • area: Game.Chat
    • 60 vues
  23. Smooth ·
    The server's wall-clock time and timezone offset, used to correct the client's own clock. Kind event · Area Game.Basic The server's clock. The client compares timestamp against its own UTC epoch milliseconds and stores two corrections: the raw skew, and the skew adjusted for timezone_offset. USE IT INSTEAD OF YOUR OWN CLOCK FOR ANYTHING THE SERVER TIMES. Cooldowns, regrowth timers and scheduled events are all reckoned against the server's clock, and a script running on a machine whose clock d
    • summary: The server's wall-clock time and timezone offset, used to correct the client's own clock.
    • area: Game.Basic
    • 64 vues
  24. Smooth ·
    Whether the server considers this client session certified. Kind event · Area Game.Connection Pushed in the burst after a successful IdentificationRequest, carrying the server's own verdict on the client's integrity. A false value is not an error you can answer - there is no reply. It is the server telling you it has not certified this session, and it is worth logging if you ever see it, because a real client normally reports certified. When you may send it Requires authenticated observed
    • summary: Whether the server considers this client session certified.
    • area: Game.Connection
    • 68 vues
  25. Smooth ·
    Life regeneration has ended; the message also carries life values the current client ignores. Kind event · Area Game.Character Ends the life regeneration that LifePointsRegenBeginEvent started. WHAT TO DO 1. Stop adding regenerated life: keep the life you have at this moment. 2. Nothing else: the client reads none of its values. THE CURRENT CLIENT DOES NOT READ ITS VALUES. Beside life_points_gained (the one int32 with explicit presence, named from beta) the message declares two plain int3
    • summary: Life regeneration has ended; the message also carries life values the current client ignores.
    • area: Game.Character
    • 73 vues

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