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a <i>lot</i> of possible methods, so the majority of this document is a big reference for them all. There are a
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number of generic methods, and a number of game specific ones. If you haven't clocked yet, I've been working on
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an SDVX 4 build for most of these pages, and each game also comes with its own set of game-specific methods.
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These are namespaces under the <code>game.%s</code> module and, in the case of SDVX 4, are all
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<code>game.sv4_<i>method</i></code>. I may or may not document the SDVX 4 specific methods, but I've listed them
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here anyway for completeness.
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These methods are sometimes namespaced tidily, and in other cases are strewn all over the place. Namespaces I'm
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currently aware of are listed below. Note that <code>game.*</code> is used by many games, and has identically named
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methods within the <code>game</code> module. Expect to need to filter based on model code for this one.
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</p>
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<table>
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<tr>
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<td><code>game.*</code></td>
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<td>Sound Voltex I</td>
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</tr>
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<tr>
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<td><code>game.sv4_*</code></td>
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<td>Sound Voltex IV</td>
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</tr>
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<tr>
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<td><code>game.sv5_*</code></td>
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<td>Sound Voltex V</td>
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</tr>
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<tr>
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<td><code>game.sv6_*</code></td>
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<td>Sound Voltex VI</td>
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</tr>
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<tr>
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<td><code>exchain_*</code></td>
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<td>GITADORA EXCHAIN</td>
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</tr>
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<tr>
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<td><code>matixx_*</code></td>
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<td>GITADORA Matixx</td>
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</tr>
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<tr>
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<td><code>nextage_*</code></td>
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<td>GITADORA NEXTAGE</td>
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</tr>
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<tr>
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<td><code>op2_*</code></td>
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<td>Nostalgia Op.2</td>
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</tr>
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<tr>
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<td><code>game.*</code>, <code>playerdata.*</code></td>
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<td>Pop'n Music</td>
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</tr>
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<tr>
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<td><code>game.*</code></td>
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<td>HELLO! POP'N MUSIC</td>
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</tr>
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<tr>
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<td><code>info22.*</code>, <code>player22.*</code></td>
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<td>Pop'n Music 22 (Lapistoria)</td>
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</tr>
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<tr>
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<td><code>info23.*</code>, <code>player23.*</code></td>
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<td>Pop'n Music 23 (éclale)</td>
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</tr>
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<tr>
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<td><code>info24.*</code>, <code>player24.*</code></td>
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<td>Pop'n Music 24 (Usagi to Neko to Shounen no Yume)</td>
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</tr>
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<tr>
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<td><code>game_3.*</code></td>
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<td>Museca</td>
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</tr>
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<tr>
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<td><code>info2.*</code>, <code>player2.*</code></td>
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<td>BeatStream</td>
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</tr>
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</table>
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<p>Paths in the XML bodies are formatted using an XPath-like syntax. That is, <code>status@/response</code> gets the
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<code>status</code> attribute from <code>response</code>, and <code>response/eacoin/sequence</code> would return
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that node's value.
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@ -34,12 +34,18 @@
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<item name="keepalive" url="http://localhost:8080/keepalive?pa=localhost&ia=localhost&ga=localhost&ma=localhost&t1=2&t2=10" />
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</services>
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</response>{% endhighlight %}</pre>
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<p>Fairly standard response here. Many more services are listed than actually available, but that's fine. The router
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address (<code>ia</code>), gateway (<code>ga</code>) and centre (<code>ma</code>) are all set to
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<code>localhost</code>, ensuring pings succeed.
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</p>
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<h2><code>pcbtracker.alive</code></h2>
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<pre>{% highlight "cxml" %}<?xml version="1.0" encoding="SHIFT_JIS"?>
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<response>
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<pcbtracker ecenable="0" eclimit="0" expire="0" limit="0" status="0" />
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</response>{% endhighlight %}</pre>
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<p>Inform the game we have no intention of supporting PASELI. Implementing PASELI involves implementing carding, and is
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a sizable amount of work. Smart EA exists to start games, not implement all features.</p>
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<h2><code>message.get</code></h2>
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<h3>Maintenance disabled:</h3>
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@ -47,6 +53,7 @@
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<response>
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<message status="0" />
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</response>{% endhighlight %}</pre>
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<p>Just report that there's nothing to process. Nice and simple.</p>
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<h3>Maintenance enabled:</h3>
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<pre>{% highlight "cxml" %}<?xml version="1.0" encoding="SHIFT_JIS"?>
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<response>
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@ -55,6 +62,8 @@
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<item end="86400" name="sys.eacoin.mainte" start="0" />
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</message>
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</response>{% endhighlight %}</pre>
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<p>When maintenance is enabled, we publish two messages. I believe the former is to announce the whole ea network is
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under maintenance, and the latter PASELI-specific.</p>
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<h2><code>facility.get</code></h2>
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<p>This packet notably has its encoding bytes as <code>00 FF</code> which to the best of my knowledge is not a valid
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@ -86,20 +95,22 @@
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</public>
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<share>
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<eacoin>
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<notchamount __type="s32">0</notchamount>
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<notchcount __type="s32">0</notchcount>
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<supplylimit __type="s32">1000000</supplylimit>
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<notchamount __type="s32">0</notchamount>
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<notchcount __type="s32">0</notchcount>
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<supplylimit __type="s32">1000000</supplylimit>
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</eacoin>
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<url>
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<eapass __type="str">http://localhost</eapass>
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<arcadefan __type="str">http://localhost</arcadefan>
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<konaminetdx __type="str">http://localhost</konaminetdx>
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<konamiid __type="str">http://localhost</konamiid>
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<eagate __type="str">http://localhost</eagate>
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<eapass __type="str">http://localhost</eapass>
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<arcadefan __type="str">http://localhost</arcadefan>
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<konaminetdx __type="str">http://localhost</konaminetdx>
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<konamiid __type="str">http://localhost</konamiid>
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<eagate __type="str">http://localhost</eagate>
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</url>
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</share>
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</facility>
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</response>{% endhighlight %}</pre>
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<p>Pretty standard <code>facility.get</code> response here, full of the usual fake values. Notably not even the share
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URLs were lucky enough to get real data.</p>
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<h2><code>pcbevent.put</code></h2>
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<pre>{% highlight "cxml" %}<?xml version="1.0" encoding="SHIFT_JIS"?>
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