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Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?

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#1 2016-02-16 21:38:12

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Protocol documentation

The Everybody Edits Protocol

Here you can find the detailed documentation for the Everybody Edits game protocol.
I'll be keeping it up to date with each version and you'll be able to directly see commits or releases to find what changed.

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#2 2016-02-16 23:44:56

den3107
Member
From: Netherlands
Registered: 2015-04-24
Posts: 801

Re: Protocol documentation

Even though it's a shame it only came out this late, I'm still glad to finally see it, looks like a charm too.


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#3 2016-02-16 23:46:53

Hexagon
Member
Registered: 2015-04-22
Posts: 1,238

Re: Protocol documentation

It's really nice that it's on GitHub because then you can do a diff between the commits and see what new events were added in between versions.

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#4 2016-02-29 00:08:04

Tomahawk
Member
From: England
Registered: 2015-02-18
Posts: 733

Re: Protocol documentation

"m" is currently incorrect;

You've missed out "int Player Id" at index 0, and (at least in the message received by a bot) there's no Tick Id at what is currently index 11.

Last edited by Tomahawk (2016-02-29 00:09:54)


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#5 2016-02-29 00:18:27

Kaslai
Caroling Dev
From: SEAͩT̓͑TLͯͥͧͪ̽ͧE͑̚
Registered: 2015-02-17
Posts: 819

Re: Protocol documentation

So you mean I can have my bots just scrape this data for things like which part of init is world width and height, and thereby be very future-proof? Woah man. Woah.

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#6 2016-02-29 00:52:14

hummerz5
Forum Mod
From: wait I'm not a secret mod huh
Registered: 2015-08-10
Posts: 4,041

Re: Protocol documentation

^ Huh. iirc I didn't make that suggestion. Darn.

but yeah, maybe, instead of "scraping" we actually set up something less sketchy?

then we don't have to worry. instead of bots breaking down, they could have a better response to when certain parts of EE's messages are discontinued or added to. I mean, we could guess which one's the world height/width, but not particularly reliably lol


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#7 2016-03-28 21:59:05

Xfrogman43
Member
From: My mom's insides
Registered: 2015-02-15
Posts: 3,031

Re: Protocol documentation

guEvvRc.png

Please change this.

1) Why is layer not 0?
2) Why is "morph" not just blockID? I thought it was the argument for rotation
3) Why can't this just be in "b" with an argument of "rotation"


o3Palw8.png

x,y,morph,layer

Last edited by Xfrogman43 (2016-03-28 21:59:56)


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#8 2016-03-29 12:59:30

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Re: Protocol documentation

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#9 2016-06-11 12:18:02

den3107
Member
From: Netherlands
Registered: 2015-04-24
Posts: 801

Re: Protocol documentation

Found an error thanks to this thread by koozing.
http://prntscr.com/bf1c4u
Screenshot above shows id's for tele message are 0-1-0-1-2-3, obviously this should be 0-1-2-3-4-5.


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#10 2016-06-11 15:26:11

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Re: Protocol documentation

den3107 wrote:

Found an error thanks to this thread by koozing.
http://prntscr.com/bf1c4u
Screenshot above shows id's for tele message are 0-1-0-1-2-3, obviously this should be 0-1-2-3-4-5.

I've changed the format a bit to make it clear that these properties have dynamic ids.

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#11 2016-07-05 18:41:32

den3107
Member
From: Netherlands
Registered: 2015-04-24
Posts: 801

Re: Protocol documentation

I got 2 questions and would be happy if you could answer them:

question 1
question 2

Last edited by den3107 (2016-07-05 18:42:56)


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#12 2016-07-05 19:15:52

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Re: Protocol documentation

den3107 wrote:

I assume the parameter names (and descriptions, though not interested in those) are "official"?
The reason I'm asking is because I'm wanting to make a library that would make bots resilient to protocol changes by using the github repo (programmers will use names/enum values to retrieve data from received messages).

The names are mostly from the code of unity ee. They were selected to be as descriptive about their meaning for readers as possible. I assume you can call them official. I'm open to changing them if something is not understandable.

den3107 wrote:

Are there any plans to include the following things to the models section (probably forgetting a couple things)?
1) Blocks names, IDs, morphability and amount of morphs, minimap color;
2) Smileys names (already present in shop.md) and IDs;
3) Aura color names and IDs;
4) Aura style (already present in shop.md) and IDs.

P.S. Obviously I can understand blocks (and smileys too) will be quite a chore, but maybe if somebody got a list somewhere (or could even use botbits source) to extract and format is from there automatically using a couple regex' (could help if you have no regex experience) and a custom program obviously.

There are no plans on adding these things to the protocol. Shop.md is included as it was provided by community. If you want and have time to create and share additional data that might be useful for others then I'll definitely add it, but won't promise on keeping updated. The only part of the repository that I'm going to be making sure to have always up to date is the protocol itself.

Although considering that now the whole data is saved in a much better way, I might decide to share it directly from unity ee. I would just have to add small exporting method to my Item Manager to save it with small changes from the default one:

Hidden text

It includes both packages, blocks, smileys, aura colors and shapes. But that's a low priority now. I might look into it once the unity version is ready.

You can also check this for minimap colors and images: https://github.com/EEJesse/EEBlocks. Note that it's not something that I'm updating myself so it might be outdated.

Last edited by Thanel (2016-07-05 19:18:04)

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#13 2016-07-05 19:36:03

den3107
Member
From: Netherlands
Registered: 2015-04-24
Posts: 801

Re: Protocol documentation

I (and I think a big portion of the bot community) would indeed be very thankful if you could publish that spoiler (though obviously a different format (JSON?) would be desirable, though not required) with every EE update.

off-topic: I assume there still isn't any rough ETA for the Unity port? Like end summer vacation, end 2016, middle 2017?


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#14 2016-07-13 17:49:41

Tomahawk
Member
From: England
Registered: 2015-02-18
Posts: 733

Re: Protocol documentation

EE version is 212 atm. Keep up.


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#15 2016-07-13 18:34:03

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Re: Protocol documentation

Tomahawk wrote:

EE version is 212 atm. Keep up.

Oops didn't even notice that.

den3107 wrote:

I assume there still isn't any rough ETA for the Unity port? Like end summer vacation, end 2016, middle 2017?

There is no ETA.

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#16 2016-08-13 23:35:33

ninjasupeatsninja
Member
From: USA (hooray!)
Registered: 2015-04-05
Posts: 1,262

Re: Protocol documentation

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#17 2016-08-13 23:41:23

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Re: Protocol documentation

Thanks, fixed.

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#18 2016-08-30 17:39:18

Tomahawk
Member
From: England
Registered: 2015-02-18
Posts: 733

Re: Protocol documentation

Thanel, have you considered going into more detail about the block data in "init"? It might be the most difficult thing to use, but your documentation should aim to list and explain all of the data a bot can receive.

I'd explain the order of the block data and how the byte arrays worked. I.E. [ID, X array, Y array, extra params], repeated for each block ID. You wouldn't need to explain how to deserialise the arrays, but only that each coord comes in two parts of 8 bits which must be combined to get its value.

EDIT: Forgot the layer.

Last edited by Tomahawk (2016-08-31 17:57:35)


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#19 2016-08-30 19:57:25

Thanel
EE Admin
Registered: 2015-02-18
Posts: 713

Re: Protocol documentation

Hmm I didn't consider that. It sounds like a good idea.

I created issue here to track this. I'll try to come up with some ideas and share them when I get time.

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#20 2016-09-07 16:17:14

Srna
Member
Registered: 2015-02-26
Posts: 227

Re: Protocol documentation

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"Payer"


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#21 2016-09-07 20:05:20

Koya
Fabulous Moderator
From: foï¾¢st
Registered: 2015-02-18
Posts: 6,098
Website

Re: Protocol documentation

Wait, quick chat is free?


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#22 2016-09-07 20:12:47

MartenM
Member
From: The Netherlands
Registered: 2016-03-31
Posts: 421
Website

Re: Protocol documentation

Koya wrote:

Wait, quick chat is free?

Everytime you use quick chat you pay 1 Euro. Did you not know that?


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#23 2016-09-07 21:09:57

Swarth100
Formerly: Spinastar
Registered: 2015-07-18
Posts: 266

Re: Protocol documentation

MartenM wrote:
Koya wrote:

Wait, quick chat is free?

Everytime you use quick chat you pay 1 Euro. Did you not know that?

Tbh it used to be 1 cent


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#24 2016-09-07 22:06:25

den3107
Member
From: Netherlands
Registered: 2015-04-24
Posts: 801

Re: Protocol documentation

Swarth100 wrote:

Tbh it used to be 1 cent

For chat, not quick chat tongue

I suggest that for such small, but obviously wrong things, you just suggest a push through git. It's git with a reason.

Last edited by den3107 (2016-09-07 22:06:39)


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#25 2016-09-08 06:48:16

Koya
Fabulous Moderator
From: foï¾¢st
Registered: 2015-02-18
Posts: 6,098
Website

Re: Protocol documentation

den3107 wrote:

I suggest that for such small, but obviously wrong things, you just suggest a push through git. It's git with a reason.

Not everyone knows how to use github.

Also, suggested a push to correct some mistakes 11 days ago and it hasn't been merged.


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