- summary: Closes the current fight action sequence and gives the action id the client acknowledges.
- area: Game.Game.Action
Closes the current fight action sequence and gives the action id the client acknowledges.
Kind event · Area Game.Game.Action
Closes the fight action sequence opened by SequenceStartEvent and names the
action to acknowledge.
WHAT TO DO WHEN YOU RECEIVE IT
1. Close the current sequence. If none is open, the client logs a warning and
ignores the end: do the same.
2. Keep SequenceEndEvent.action_id and note whether
SequenceEndEvent.author_id is the fighter you play.
3. When you have applied everything the sequence carried, send
GameActionAcknowledgementRequest with valid = true and that action_id.
ONE ACKNOWLEDGEMENT PER SEQUENCE. Not acknowledging stalls the fight: the
client itself delays the end of a turn, and the end of the fight, while a
sequence is still open.
SequenceEndEvent.sequence_type repeats the kind of the sequence being closed (see
SequenceType). The official client ignores it: it already knows the kind from
the start.
A FIGHT CAN END INSIDE A SEQUENCE. The official client then closes the open sequence itself, as if this message had arrived ('Fight end but no SequenceEnd was received').
When you may send it
- Requires
context_readyinferred
Related messages
- You must then send
GameActionAcknowledgementRequestinferred — the client acknowledges each finished sequence with its action id once it has played it back; the server's fight waits for that acknowledgement - Arrives after
SequenceStartEvent
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 2 | action_id | int32 | The id of the finished action; echo it in the acknowledgement. (action id) Proven as the only int32 the client reads; it is stored in the open sequence and echoed in the acknowledgement. | never |
| 3 | sequence_type | SequenceType | The kind of the sequence being closed. Same enum as SequenceStartEvent.sequence_type. The official client never reads it at the end of a sequence. | never |
| 4 | author_id | int64 | The fighter whose action the sequence played. (fighter id) Proven as the only int64 the client reads; it is compared with the fighter the client plays. | never |