From 8a3d17dd2636e8f40fa534ef7c7bd7207391fb97 Mon Sep 17 00:00:00 2001 From: Bottersnike Date: Wed, 12 Jan 2022 21:57:26 +0000 Subject: [PATCH] More namespace details --- templates/pages/protocol.html | 68 +++++++++++++++++++++++++++++++++-- templates/pages/smartea.html | 27 +++++++++----- 2 files changed, 84 insertions(+), 11 deletions(-) diff --git a/templates/pages/protocol.html b/templates/pages/protocol.html index 8f5328f..8fdfc8f 100644 --- a/templates/pages/protocol.html +++ b/templates/pages/protocol.html @@ -39,10 +39,72 @@ a lot of possible methods, so the majority of this document is a big reference for them all. There are a number of generic methods, and a number of game specific ones. If you haven't clocked yet, I've been working on an SDVX 4 build for most of these pages, and each game also comes with its own set of game-specific methods. - These are namespaces under the game.%s module and, in the case of SDVX 4, are all - game.sv4_method. I may or may not document the SDVX 4 specific methods, but I've listed them - here anyway for completeness. + These methods are sometimes namespaced tidily, and in other cases are strewn all over the place. Namespaces I'm + currently aware of are listed below. Note that game.* is used by many games, and has identically named + methods within the game module. Expect to need to filter based on model code for this one.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
game.*Sound Voltex I
game.sv4_*Sound Voltex IV
game.sv5_*Sound Voltex V
game.sv6_*Sound Voltex VI
exchain_*GITADORA EXCHAIN
matixx_*GITADORA Matixx
nextage_*GITADORA NEXTAGE
op2_*Nostalgia Op.2
game.*, playerdata.*Pop'n Music
game.*HELLO! POP'N MUSIC
info22.*, player22.*Pop'n Music 22 (Lapistoria)
info23.*, player23.*Pop'n Music 23 (éclale)
info24.*, player24.*Pop'n Music 24 (Usagi to Neko to Shounen no Yume)
game_3.*Museca
info2.*, player2.*BeatStream

Paths in the XML bodies are formatted using an XPath-like syntax. That is, status@/response gets the status attribute from response, and response/eacoin/sequence would return that node's value. diff --git a/templates/pages/smartea.html b/templates/pages/smartea.html index 25b0d54..9817666 100644 --- a/templates/pages/smartea.html +++ b/templates/pages/smartea.html @@ -34,12 +34,18 @@ {% endhighlight %} +

Fairly standard response here. Many more services are listed than actually available, but that's fine. The router + address (ia), gateway (ga) and centre (ma) are all set to + localhost, ensuring pings succeed. +

pcbtracker.alive

{% highlight "cxml" %}
 
     
 {% endhighlight %}
+

Inform the game we have no intention of supporting PASELI. Implementing PASELI involves implementing carding, and is + a sizable amount of work. Smart EA exists to start games, not implement all features.

message.get

Maintenance disabled:

@@ -47,6 +53,7 @@ {% endhighlight %} +

Just report that there's nothing to process. Nice and simple.

Maintenance enabled:

{% highlight "cxml" %}
 
@@ -55,6 +62,8 @@
         
     
 {% endhighlight %}
+

When maintenance is enabled, we publish two messages. I believe the former is to announce the whole ea network is + under maintenance, and the latter PASELI-specific.

facility.get

This packet notably has its encoding bytes as 00 FF which to the best of my knowledge is not a valid @@ -86,20 +95,22 @@ - 0 - 0 - 1000000 + 0 + 0 + 1000000 - http://localhost - http://localhost - http://localhost - http://localhost - http://localhost + http://localhost + http://localhost + http://localhost + http://localhost + http://localhost {% endhighlight %} +

Pretty standard facility.get response here, full of the usual fake values. Notably not even the share + URLs were lucky enough to get real data.

pcbevent.put

{% highlight "cxml" %}