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Author |
Thread Statistics | Show CCP posts - 184 post(s) |
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CCP FoxFour
C C P C C P Alliance
2994
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Posted - 2014.03.25 00:45:00 -
[1] - Quote
Hey guys,
I know a lot of people around here have a lot of requests for new features, fixes of old features, and just general herpity derpity. What I would like to do is get a bit more of a central location for us, CCP and you guys, to discuss what you as a community would like to see get done.
To be clear, nothing said here is a promise to get things done. Mainly a way for us to get a better feeling for what the community would like to see get done. This will then be balanced against what we would like to do and hopefully result in cool **** being done. Cool **** should also include fixes, because those are cool as well, not just new features.
A couple of ground rules:
- If you would like to request a feature or a fix for either the EVE API or Public CREST make a detailed post with an example use case, a brief description of why, relevant repro steps if it's a bug (and bug # if you submitted a bug report).
- Simple +1s of features, ideas, fix requests and such will be ignored. If you want to support another feature make a post that describes something else useful that you would like to see. If you make a good post about your own ideas and add a few +1s to the bottom of the post that will be acceptable.
- Keep all discussion civil or go away.\
- Please do discuss things, offer counter points for why something shouldn't be done, or why something should have a high priority/low priority. Again, if it comes down to just a +1 post we will ignore it. Add something more to the discussion or be ignored.
- There is a like button on the forums, please use that instead of making a post just to +1 an idea if you have nothing to add to the discussion.
This is a test, we may find a better way to do this or may just scrap it if this doesn't really work out.
Please also keep in mind that as it stands the EVE API and Public CREST are pet projects and are worked on in spare time. Don't go expecting a mad rush of new changes. Limited time is a big reason why we would rather be doing highly requested things instead of just completely random things.
Lets get this discussion going shall we! :D CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2994
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Posted - 2014.03.25 00:45:00 -
[2] - Quote
Backlog - EVE API - New Features:
- Possibly making the ContractItems endpoint accept a list of contractIDs to allow better batch processing. This endpoint is currently a very highly used endpoint and so could probably due with some love.
Backlog - Public CREST - New Features
- Add a wars endpoint. Wars are public in the client but do not offer a very good interface for searching, browsing, comparing, bragging, etc. Exposing this, along with links to the involved kills, could allow you guys to represent this in a much nicer manner.
- An endpoint that lists all items on the market, a link to their history, and their current average price. This does a few things, it means you don't have to know ahead of time which items are on the market before trying to query the market history endpoint. Also gives one nice quick location to get current prices.
CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2994
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Posted - 2014.03.25 00:45:00 -
[3] - Quote
Music listened to while making this post:
Will update the list as I make posts. :) CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2996
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Posted - 2014.03.25 01:15:00 -
[4] - Quote
Two step wrote:Any chance of getting x, y, z position on kilmails? That , plus more accurate than a second timestamps would make for some awesome battle visualizations
Going to be honest, I am a bit scared to touch killmails. They are a pretty crazy system and time to reward ratio is skewed far more to the time side. If really desired I can try and poke CCP Masterplan who kind of owns that system, but yea, time/reward ratio. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2997
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Posted - 2014.03.25 01:29:00 -
[5] - Quote
Added an example post to the first post. :) CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
2997
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Posted - 2014.03.25 01:53:00 -
[6] - Quote
raylu D wrote:Quote:Please also keep in mind that as it stands the EVE API and Public CREST are pet projects and are worked on in spare time. Don't go expecting a mad rush of new changes. I'd like to discuss this. Most game developers would be ecstatic to have the level of 3rd party development that EVE (or even DUST) gets. Most developers (myself included) would not be happy to work under this level of support. How much more important does the API need to be before it stops being a pet project? What needs to happen before CCP decides to allocate more time to this?
There are ongoing discussions about this very topic, I would rather not discuss it any further at this time. Sorry. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3003
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Posted - 2014.03.25 12:45:00 -
[7] - Quote
Made some updates to the backlog based off some quick review. Mainly adding things that looked like they would be low hanging fruit if you will.
There is lots of stuff I still need to review in more detail and have a think about, so just because I didn't add your request doesn't mean it's being tossed.
Some general comments:
- indizies on null-sec systems: will poke around and ask some people how they feel
- sovereignty contested info: again will ask around
- live market data: not right now
- aggregate market data: hmmmm at this point seems a bit of a low use-case, would rather do things more people will use
- dust map: I added to the list... but not really sure why you guys want it so bad since it's optimized for SD TVs
- nearest celestial in locations: don't think thats stored in the DB, so not really possible
- invalidIDs causing whole request to DIAF: please give me a list of all the locations this happens
CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3005
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Posted - 2014.03.25 13:25:00 -
[8] - Quote
Desmont McCallock wrote:Idea: SenderName in char/Notifications Description: Same use as in MailMessages.
If we give the ID I see no reason not to denormalize it. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3005
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Posted - 2014.03.25 13:40:00 -
[9] - Quote
Max Kolonko wrote:CCP FoxFour wrote:Desmont McCallock wrote:Idea: SenderName in char/Notifications Description: Same use as in MailMessages. If we give the ID I see no reason not to denormalize it. Idea: denormalize everything \o/ - just kidding, but would love to have all names everywhere id of corp,character,item,etc pops up - it would have a big toll on sent data. But still its my dream to have this
Working on it, considering how much we have reduced load on the API servers recently I think we can afford to add a bit of extra data. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3006
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Posted - 2014.03.25 16:18:00 -
[10] - Quote
pmchem wrote:Since we're talking API stuff, two things stand out to me in relation to popular goonfleet tools: 1. We have a program, GarpaUI, which essentially copies the account/character settings from one acct/char to others. There used to be an API which returned userID ( https://wiki.eveonline.com/en/wiki/EVE_API_Account_Status ) but that was apparently stealth changed. It is difficult for a third party to robustly associate a "character" settings file with a specific "user" settings file. That would be very easy if a vcode/API let you give charid of all chars associated with a specific userid. Then, in our app, we could have the user enter said vcode and they would be able to more easily determine which account settings file to copy over the other account settings files, so that their selected accts/chars had identical client settings. Sorry for the short description but we'll have a public release of this tool soon, so you'll get to see it in action. 2. Market data, but specifically not just 'history' but all market orders in a region for all items. IT WOULD BE OKAY IF THESE WERE TIME DELAYED, so that the API was, say, a few hours out of date. That would combat possible abuse cases. But we need accurate market data for a nullsec import guide ( http://goonmetrics.com ) which many people in GSF/CFC use. Right now we rely on a data uploader that we actually created before the Eve Market Data Relay (EMDR) existed. A good CREST market order API would obsolete both our uploader and EMDR and let CCP continue with what appears to be their long term goal in altering what's in the client cache.
We will NOT be adding user IDs back. Sorry, but it is just not happening.
As for the market data, hopefully at some point in the future yes, we would love to add market orders to CREST. It's something we are talking about internally and discussing the hows, whens, and whys of doing it. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.26 11:44:00 -
[11] - Quote
Added faction and alliance information to the API on sisi for account/APIKeyInfo: http://api.testeveonline.com/account/APIKeyInfo.xml.aspx CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 08:45:00 -
[12] - Quote
Added senderName to char/Notifications and removed accountKey 10000 from char/AccountBalance
Availible for testing on Sisi. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 08:46:00 -
[13] - Quote
Also, this site should work: http://community.testeveonline.com/support/api-key
To generate an API key for testing on Sisi. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 09:15:00 -
[14] - Quote
All seems to be good, so going to deploy these changes to TQ during DT today. :D
- faction and alliance info in the account/APIKeyInfo endpoint
- senderName in the char/Notifications endpoint
- fix for accountKey 10000 showing up in char/AccountBalance
CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 11:15:00 -
[15] - Quote
Deployment done, all seems well, have updated the list of deployments and removed the features/fixes from the backlog list.
Let me know if anyone runs into any problems. :) CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3017
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Posted - 2014.03.27 22:43:00 -
[16] - Quote
Desmont McCallock wrote:Idea: Notification Ref Type Name Description: Notifications endpoint returns a typeID that refers to what type the notification is. Until now we are relying on user input to 'decipher' the ID to a name (the list can be found at http://wiki.eve-id.net/APIv2_Char_Notifications_XML). It would be great if the returned data includes also the 'typeName'.
/me facepalms
Those are NOT typeIDs and should NOT be called typeIDs... but I cannot change that... ARG! I don't know if I actually have a way to easily get those strings, but I will take a look. :/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3025
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Posted - 2014.04.13 10:39:00 -
[17] - Quote
I will have a chat with the design department and see how they feel about these being added. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3026
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Posted - 2014.04.14 14:26:00 -
[18] - Quote
Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?)
So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update.
When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much...
As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later.
All of the following endpoints require the characters API key to have access to the asset list.
/char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes
All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.
Sample returns: http://pastebin.com/ZTmSFZu1
I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3028
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Posted - 2014.04.14 15:19:00 -
[19] - Quote
Two step wrote:CCP FoxFour wrote:Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?) So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update. When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much... As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later. All of the following endpoints require the characters API key to have access to the asset list. /char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint. Sample returns: http://pastebin.com/ZTmSFZu1I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P Suggestions: 1) Add position of pins 2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full 3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P 4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal. 5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route?
- You are not the first to ask, so OK but not sure what you guys will do with them.
- Will continue looking.
- Will consider removing that.
- /me shrugs, thats where it is. I could do another join and add it to the pins as well... but thats going to be blank for most.
- Waypoints are pins, so yea seems so.
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3030
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Posted - 2014.04.14 16:33:00 -
[20] - Quote
Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit?
If you guys think thats of use...
I couldn't figure out what you would use that for. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3030
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Posted - 2014.04.14 16:43:00 -
[21] - Quote
Querns wrote:CCP FoxFour wrote:Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? If you guys think thats of use... I couldn't figure out what you would use that for. It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating.
Will take your word, I don't know PI well enough. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3033
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Posted - 2014.04.15 13:13:00 -
[22] - Quote
Added long lat to pins, added what I *THINK* is quantity to pins (this should be an interesting one), but have not added ECU heads sorry. Will hopefully do that later. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3033
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Posted - 2014.04.15 13:25:00 -
[23] - Quote
Verite Rendition wrote:CCP FoxFour wrote:I will have a chat with the design department and see how they feel about these being added. Thank you, FoxFour.
Seem to have approval to do this once I have some spare time. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3048
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Posted - 2014.04.16 08:45:00 -
[24] - Quote
ItsmeHcK1 wrote:1) Please add a typeID to the CharacterName/CharacterID API. Would save one or multiple calls depending on what type it is. (I always check char/corp/alliance, in that order, so it could theoretically cut down two-thirds of the calls for CharacterInfo/CorporationSheet.)
Use the new ownerID endpoint, it's better and gives you groupID. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3049
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Posted - 2014.04.16 15:32:00 -
[25] - Quote
I made a bit of a mistake and the PI endpoint is going to be delayed. Should hopefully be out late next week or the week after. Hopefully. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3052
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Posted - 2014.04.17 19:32:00 -
[26] - Quote
Berluth Luthian wrote:Any update on the ability to query the mysteriously missing Battle Win/Loss transactions from corp members in the Dust Wallet?
No update sorry. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3054
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Posted - 2014.04.18 12:52:00 -
[27] - Quote
iskflakes wrote:Is there any news on CREST? (Especially contact list reading/writing)
No news sorry. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3055
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Posted - 2014.04.18 20:24:00 -
[28] - Quote
Polarina wrote:It would be lovely if we could get the names of the hangar divisions for a corporation. Going for the generic names Division 1, Division 2, Division 3, etc., from invFlags is a bit dull. Definitely not user friendly.
I thought we gave those out on the corporation sheet... we give out wallet names...
https://neweden-dev.com/Corporation/Corporation_Sheet
Do those always say div1 and such? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3055
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Posted - 2014.04.18 23:07:00 -
[29] - Quote
Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required.
O_O
Thats horrible... I shall add it to my list of things to look at... this is is very long... CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3058
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Posted - 2014.04.20 09:30:00 -
[30] - Quote
qu1ckkkk wrote:Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required. The ContractItems API's have a similar thing going like explained in the quote, where I have to split the requests up in order to get the max details. This after you do the ContractsItems call for contractID's you just got via Contracts API... But, what grinds me the most is the fact that a request for the corp AssetList would contain IDs that did not move, though, when you request the Locations API for those IDs (moments after receiving the IDs from the AssetList. endpoint), you'd get "135: Owner is not the owner of all itemIDs..." : \ I also have to split the assetIDs up and kinda ignore the errors though, which sucks.
Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3059
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Posted - 2014.04.21 09:31:00 -
[31] - Quote
Proddy Scun wrote:PI updates in WH seem to be less than 100% reliable. And now I got an idea of maybe why. Two on demand services (PI & wh system) --
no wonder 1 in 6 time you can reconfigure or renew extraction, double check it at end before logging off hours later...and find out when you go back days later to collect that it all stopped at the next DT.
I guess the on demand nature of things means stuff doesn't always get stored in non-volatile DB if server priorities and log off mix wrong. On demand server processes simply do not always flush all data to non-volatile DB if coders missed one caffeine injection when reviewing the code logic.
WHs are no more on demand than any other solar system, if you can find a way to reproduce this defect please file a bug report. If you have filed one recently, last few months, let me know under what character so I can try and look it up. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3059
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Posted - 2014.04.21 09:32:00 -
[32] - Quote
Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer.
OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry.
I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3059
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Posted - 2014.04.21 13:41:00 -
[33] - Quote
Max Kolonko wrote:CCP FoxFour wrote:Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry. I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix. Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second as the job itself takes about 5 seconds on avarage to compleete it could be increased to a 100 calls per job, but my assets have less than 1000 entries for named objects, so i dont mind going slow on this). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). If i get error I also update the time of name checking, so this item is not checked again until it turn comes around. It have a lot of downsides and its not perfect in any means, its just a way to always get names for things that are in assets and dont have to worry that api return error for whole call.
Yeaaaaaa the fact that you are having to do things like that is just... /face_palm CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3060
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Posted - 2014.04.22 13:16:00 -
[34] - Quote
Laendra wrote:CCP FoxFour: GÖÑGÖÑGÖÑGÖÑGÖÑ for all the API GÖÑ
:)
You're more than welcome. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3061
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Posted - 2014.04.23 09:44:00 -
[35] - Quote
PI code is in and such, will try and get Sisi updated ASAP. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3061
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Posted - 2014.04.23 17:52:00 -
[36] - Quote
Right, the PI endpoints are on Sisi right now if you want to try them:
All of the endpoints want:
- characterID
- planetID (all but colonies on this one)
- a key and code with access to the assets list
GO MY MINIONS! TEST AND WORK WITH THIS! Show me what you can do! :D CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3061
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Posted - 2014.04.23 17:55:00 -
[37] - Quote
For those that don't have working API keys on Sisi, here is some sample data I just took from it:
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062
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Posted - 2014.04.23 19:41:00 -
[38] - Quote
Laendra wrote:Unable to even get api.testeveonline.com to come up...keeps timing out.
Yea sorry. The ports for that host were closed for some reason. I have a ticket in to get this fixed ASAP, should hopefully be fixed tonight. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062
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Posted - 2014.04.23 20:24:00 -
[39] - Quote
And the issue should now be fixed. api.testeveonline.com should now be accessible from outside CCP. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062
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Posted - 2014.04.23 21:40:00 -
[40] - Quote
You need to already have an API key. community on testeveonline.come is not running. Sorry. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062
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Posted - 2014.04.24 07:48:00 -
[41] - Quote
Polarina wrote:Would it be possible to get the dates into ISO format, like the rest of the API does? That is, the YYYY-MM-DD HH:MM:SS format.
They are not! /derp! Well thats dumb dumb of me. Todays a day off here but I was going to go into the office anyways. I will try and see if I can figure out whats up with that. Sorry! CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3062
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Posted - 2014.04.24 07:48:00 -
[42] - Quote
Laendra wrote:CCP FoxFour wrote:You need to already have an API key. community on testeveonline.come is not running. Sorry. Will our tranquility keys work?
Possibly. Depends when you made them. Give them a try. When TQ gets mirrored to Sisi that includes the API keys. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.24 09:57:00 -
[43] - Quote
CCP FoxFour wrote:Polarina wrote:Would it be possible to get the dates into ISO format, like the rest of the API does? That is, the YYYY-MM-DD HH:MM:SS format. They are not! /derp! Well thats dumb dumb of me. Todays a day off here but I was going to go into the office anyways. I will try and see if I can figure out whats up with that. Sorry!
OK, update deployed to Sisi. Updated the times in Colonies and Pins. Let me know if there is anything I missed. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.24 14:14:00 -
[44] - Quote
OK, I have a fix for the locations endpoint shitting itself when an invalid ID is supplied. The question is which would you guys prefer.
1) Return the invalid items with blank name, and 0's for X, Y, Z 2) Drop invalid items from the return all together.
Let me know which you think would be better. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.24 14:32:00 -
[45] - Quote
Steve Ronuken wrote:CCP FoxFour wrote:OK, I have a fix for the locations endpoint shitting itself when an invalid ID is supplied. The question is which would you guys prefer.
1) Return the invalid items with blank name, and 0's for X, Y, Z 2) Drop invalid items from the return all together.
Let me know which you think would be better. :) 1 is easier to handle, rather than having to maintain a list of what you asked for, and knocking bits off it to see what's left.
This is how I felt... will wait until more people chime in though. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.24 15:36:00 -
[46] - Quote
Laendra wrote:CCP FoxFour wrote:Laendra wrote:CCP FoxFour wrote:You need to already have an API key. community on testeveonline.come is not running. Sorry. Will our tranquility keys work? Possibly. Depends when you made them. Give them a try. When TQ gets mirrored to Sisi that includes the API keys. Looks like they expire them when the mirror is done...I tried a non-expiring key, and it told me it was expired.
****... sorry. :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.24 15:37:00 -
[47] - Quote
Laendra wrote:CCP FoxFour wrote:OK, I have a fix for the locations endpoint shitting itself when an invalid ID is supplied. The question is which would you guys prefer.
1) Return the invalid items with blank name, and 0's for X, Y, Z 2) Drop invalid items from the return all together.
Let me know which you think would be better. :) Do the same thing you do when someone provides an invalid ID for anything else... Add a new API Error Code in the 100 series, "Invalid **** Id specified", and return that whenever the ID is invalid or, if you tried to pass an ID to which you do not have access to (such as it belongs to another person/corp's PI) Add a new API Error Code in the 200 series, "Id does not belong to account"
I don't think our error handling really supports saying WHAT failed. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.24 16:36:00 -
[48] - Quote
Laendra wrote:CCP FoxFour wrote:Laendra wrote:CCP FoxFour wrote:OK, I have a fix for the locations endpoint shitting itself when an invalid ID is supplied. The question is which would you guys prefer.
1) Return the invalid items with blank name, and 0's for X, Y, Z 2) Drop invalid items from the return all together.
Let me know which you think would be better. :) Do the same thing you do when someone provides an invalid ID for anything else... Add a new API Error Code in the 100 series, "Invalid **** Id specified", and return that whenever the ID is invalid or, if you tried to pass an ID to which you do not have access to (such as it belongs to another person/corp's PI) Add a new API Error Code in the 200 series, "Id does not belong to account" I don't think our error handling really supports saying WHAT failed. errorCode="107" errorText="Invalid beforeRefID provided." errorCode="213" errorText="Character must have Factory Manager role."
Yea, but not with what ID failed. Thats the problem, if people don't know what ID failed they have to keep retrying different chunks until they find it. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3066
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Posted - 2014.04.25 00:35:00 -
[49] - Quote
Polarina wrote:CCP FoxFour wrote:OK, I have a fix for the locations endpoint shitting itself when an invalid ID is supplied. The question is which would you guys prefer.
1) Return the invalid items with blank name, and 0's for X, Y, Z 2) Drop invalid items from the return all together.
Let me know which you think would be better. :) The second option is more sane. Comparing the list of IDs requested and IDs returned is trivial, if needed. Often, one does not even need to know any items failed, just process what was returned. The first option has the possibility of biting someone in the future. Imagine, someone that doesn't know that the API treats invalid IDs by returning an empty name. Now, imagine the same person looking through all the empty names in his database. That person attempting to diagnose this would have no idea what would be causing this, even by looking at the XML returned by the API.
My reasoning for it, and this maybe isn't a good reason, is that thats how we handle invalid things on our other endpoints. Give a bad ID to the eve/OwnerName endpoint It just returns blanks but still returns that ID. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3075
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Posted - 2014.04.29 10:50:00 -
[50] - Quote
Patch notes for todays deployment are up on the first page of this thread. Here they are as well though:
2014/04/29:
- [EVE API] Adding endpoints for PI to the EVE API
- [EVE API] /char/PlanetaryColonies added
- [EVE API] /char/PlanetaryPins added
- [EVE API] /char/PlanetaryRoutes added
- [EVE API] /char/PlanetaryLinks added
- [EVE API] All PI related endpoints require having access to the assets list
- [EVE API] All PI related endpoints, except colonies, require a planetID in the URL
- [EVE API] All PI related endpoints require a characterID be supplied
- [EVE API] *CCP FoxFour hopes he has not screwed up access requirements horribly*
This should all be live as soon as TQ is back from downtime. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3078
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Posted - 2014.04.30 01:53:00 -
[51] - Quote
Vectara Lock wrote:CCP FoxFour wrote:Patch notes for todays deployment are up on the first page of this thread. Here they are as well though: 2014/04/29:
- [EVE API] Adding endpoints for PI to the EVE API
- [EVE API] /char/PlanetaryColonies added
- [EVE API] /char/PlanetaryPins added
- [EVE API] /char/PlanetaryRoutes added
- [EVE API] /char/PlanetaryLinks added
- [EVE API] All PI related endpoints require having access to the assets list
- [EVE API] All PI related endpoints, except colonies, require a planetID in the URL
- [EVE API] All PI related endpoints require a characterID be supplied
- [EVE API] *CCP FoxFour hopes he has not screwed up access requirements horribly*
This should all be live as soon as TQ is back from downtime. It looks like /char/PlanetaryPins caches and serves the same result even if you supply different planetID values.
HAHAHAHAHA yes it would and I know why even at 2AM after a long night of drinking. I am very sorry about that and will see if I can get a fix out ASAP. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3079
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Posted - 2014.04.30 16:26:00 -
[52] - Quote
Deploying a fix for the PI cache issue.... now(ish... deployment is running so give or take a minute from post). >.<
Let me know if it breaks anything else for you, think we are good now though.
Tried to get this out sooner, just been very busy with Fanfest prep today so sorry for the delay. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083
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Posted - 2014.05.06 10:47:00 -
[53] - Quote
Icahmura Hasaki wrote:Can you change the returned HTTP status code to something more sensible than 000 when /char/killlog is exhausted? The .NET WebRequest/WebClient seem to be unable to deal with this, and won't even let me fetch the response body. 000 is a custom code for client-abort, and not part of any standard. Returning 500 or 503 would make more sense.
I can look, but no promises. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083
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Posted - 2014.05.06 10:48:00 -
[54] - Quote
Leebe wrote:I noticed the "columns" attribute in the rowset of PlanetaryPins mention "headRadius" but it is missing from the rows. (also the columns don't mention longitude and latitude)
columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,headRadius,contentTypeID,contentTypeName,contentQuantity
row pinID="1011768140479" typeID="2848" typeName="Barren Extractor Control Unit" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="15" quantityPerCycle="21296" installTime="2013-08-25 17:07:49" expiryTime="2013-08-25 18:37:49" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.11917281639712" latitude="-3.11917281639712"
Working on a fix now, will get it out ASAP. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083
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Posted - 2014.05.06 10:48:00 -
[55] - Quote
Aithnee Hayes wrote:I'm trying to access /char/PlanetaryColonies but it is returning an empty colonies rowset for both of my characters that actually have PI colonies. I'm using an API with all feeds on...
Anybody else had this problem?
Is this working for you now? I haven't changed anything but also have not seen any other reports of this problem. :/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083
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Posted - 2014.05.06 10:49:00 -
[56] - Quote
Polarina wrote:Can the attribute "description" be added to /char/Medals.xml.aspx for the "currentCorporation" rowset? It is present in the "otherCorporations" rowset.
The legacy API keys granted access to /corp/Medals.xml.aspx, getting the description was easy and trivial from that endpoint. With the new customizable keys, it is not possible to get the medals' descriptions without a corporation key form a director or the CEO.
This seems reasonible... will see what I can do. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3083
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Posted - 2014.05.06 10:53:00 -
[57] - Quote
Hey guys,
as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. This is data that exists in the API but not the client and is incredibly powerful. As with everything I am open to discussing this, but I will admit that you will have a damn hard time convincing me of not doing it. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3086
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Posted - 2014.05.06 11:58:00 -
[58] - Quote
Bloemkoolsaus wrote:CCP FoxFour wrote:as a heads up as soon as I can find the time I will be removing WH systems map/kills endpoint. Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
What do you mean by status? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3086
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Posted - 2014.05.06 12:15:00 -
[59] - Quote
So lets answer a few questions:
Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client.
Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then.
Hidden Fremen wrote:Sounds like bull. Does CCP hate wormholes? It keeps getting ****** with, for the worst.
No.
Max Kolonko wrote:Here we go: while I have to agree that from clearly technicall standpoint this is correct - we cant see kills data on map for wspace, removing this data affects wspace gameplay and should looked at from game design viewpoint.
In wspace we have to strugle with a lot of issues to get content. We leave in barelly working posses, have to roll for hours to get pvp content, heavly rely on third-party apps to do basic stuff like knowing our conection map.
Information about kills lessen some burden of rage-rolling for pvp as we caj faster assess if given system is promising we we shoul spend time and scan chain from it or close it and roll more.
Ofc one can say that kill data only show past kills and its not guaranted to have anyone logged in still in that chain but its a filter kind off thing, something that slightly ease out hard life of wspace. And as such IT SHOULD BE DISCUSSED AT LEAST WITH WH REPRESENTATIVE ON CSM.
Also - during ff you said that you are thinkimg about providing all killmails trough api. Soooo that contraditcs this change. If you will get greej light for km's then what you are sayijg is this: I will not tell you how many kills where in this system, but this is a list of all 23 of them.
This was looked at from a design point of view, and it was the design department that agreed to this. I did not just have an idea while standing in the shower and then decide to do it without first consulting others.
This information helps only those who know how to access it, and it helps them in a dramatic way. This information is also counter to our design for WH space. This information is also primarily helpful to one group, the invaders while being incredibly counter helpful to the defenders.
This idea was also discussed with the CSM. I brought it up with the existing CSM briefly and after posting have been in chats with members of the upcoming CSM 9. So yea, thanks for thinking I didn't talk to anyone. :)
RudinV wrote:RMTers finnaly paid a bill to CCP or what? just cant find another reason for CCP to do it
See above, this information helps one side far more than the other, this information is not available in the client, and this information is counter to the design of WHs.
Andrew Jester wrote:Is there a chance to get some timetable instead of "whenever I have time"? Would be nice to have time to test some existing tools so that people aren't suddenly left with broken mappers.
I am currently hoping next week, but we will see if this discussion changes my mind.
iskflakes wrote:You should not break tools people have already written.
At the very least this is an issue for the CSM, because these endpoints are widely used.
Yes we very much should if we believe that it is counter productive. We have a history of breaking tools when we believe they have gone to far.
dhunpael wrote:But that's only because we (the whole dwellers) don't have a nice ingame, ccp made map. The rest of the eve residents do have a map, in which case they can see the stats without a problem. So to counter this problem we made our own maps, tools ander other whatnots => Bloemkoolsaus wrote:
Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us.
And now you are telling us we wrote our maps with info we should not have? Because it to powerfull? If that's really the case, maybe it should be removed from the game and not only whole space. Come on think this over, we need this info as much as other eve players. We even worked for it, unlike non whole residents, we fiddled, tinckerd and tried untill we had our own tools and maps. don't take that away from us ccp.
You don't have a nice in-game map because part of the design for WH space is that you do not. Giving those with access to the ability to create tools and advantage over those that do not is NOT what the API is for. While there are many cases of this being true elsewhere, this is a very big one.
To your point on this information being removed from all of space, and I will repeat this, this information was specifically designed NOT to be there for WH space. It is meant to be there for the rest of space. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3088
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Posted - 2014.05.06 12:27:00 -
[60] - Quote
Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps?
OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that.
What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that.
Big difference. But yea, guess you can go back to pen and paper if you want.
Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3088
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Posted - 2014.05.06 12:30:00 -
[61] - Quote
Daimian Mercer wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. Earlier we removed jumps for WH systems from the API. Removing this was something that should have been done then. So your idea behind removing kill API data is because CCP's software design model is flawed and the people in charge do not want to spend money we pay you to play the game you developed that is missing client side code to display info you already have been tracking for 6 years. And your response is to remove this data from outside access so you don't have to spend money to fix the EVE client to show what the community has stepped up and done for you? I think this is a prime example of why CCP as a company has continued to use it's own shortcoming as an excuse to avoid development expenses. Saying "We are removing it because we don't include it in the client" is a statement that should never be said to begin with.
Again... no not at all. We want to remove it because by DESIGN we don't include this in the client. If we thought "hey, cool wish this information was in the client" we would add it to our backlog to get done and thank people who make the tools. These tools however go against our desired designs. Hence the change. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3090
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Posted - 2014.05.06 13:01:00 -
[62] - Quote
Creaming Soda wrote:Mcpate wrote:CCP FoxFour wrote:Winthorp wrote:CCP FoxFour wrote:So lets answer a few questions: Bloemkoolsaus wrote:Our wormhole mapper software relies on this information to determine the current status of the systems we are connected to. I would very much like to keep this information in the API as the information it provides is essential for us. Your software relying on it is basically why we are doing this. This is information that you guys using software outside the game get a huge advantage over those who do not. CCP by design specifically did not include a map of WH space, and we specifically did not include this information in the client. . So then when will you be making an ingame map function that actually works. Why is it other parts of the game are allowed to pull this info and more like jump data. Why is it nullsec is allowed to use out of game tools like dotlan that are supported by CCP? Do you really expect us to go back to pen and paper maps? OMG! WTF dude... this is removing the KILL COUNT! This has NOTHING to do with your ability to generate maps with siggy and such. i don't know where this confusion is coming from but yea... no... keep making your maps, thats fine, I don't care. Thats cool and everyone at CCP, that I have talked to, is cool with that. What we are not cool with is you guys have the number of pvp kills, pod kills, and NPC kills for systems and the historical information on that. Big difference. But yea, guess you can go back to pen and paper if you want. Null sec is allowed to because by design that information should be there. By design this information should NOT be in WH systems. OMG! what a stupid ****..I cant believe you cannot say C...U...N...T...on the forums Im actually going to repost this, even though my opinion is above, it is not the kind of dev/player interaction i have come to love, i think merely the fact that these two posts exists, a dev reacting in such a ignorant jackassical manner, and a player obviously upset that a member of the development team would completely ignore those relevant to the discussion (and be incredibly rude) It makes me sad this is happening
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3091
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Posted - 2014.05.06 13:04:00 -
[63] - Quote
Erica Dusette wrote:Bloemkoolsaus wrote:Erica Dusette wrote:The feature really achieves nothing that people couldn't already discover by using system tools like eveye for a very long time. You realise that if this hits, eveye and dotlan will also, not be able get this information. Aye, that's why I said removing it from mapping tools and/or sites (meaning things like eveeye). In a way I agree with Jack's sentiment in regards that I've never heard of people having a ton of luck using this feature to find "live" PVP content, the info is delayed as he said. But it's still somewhat helpful in that regard anyway, and for many other reasons it's just nice to be able to look at a system's info and see how active PVE/PVP has been in there for many reasons beyond just finding PVP content. I dunno about others but when I bring up a system to study it the first thing I look at isn't it's diameter or moon-count, but how active it's been. Really can't see the problem in leaving it how it is. Save this valuable Dev time and instead get me some moar hairstyles, CCP FoxFour!
Unfortunately they don't let me touch art assets. :( If they did I am sure I could get you some epic pink mohawk. :D
One of the biggest things we expect this to impact is log off traps. Most people I have talked to before posting this idea agreed that this data was most valuable for finding people to log off trap. People also agreed it was marginally helpful in finding live fights, but not very helpful in that way and most agreed they could easily find a way to adapt. CCP FoxFour // Game Designer // @regnerba
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CCP Prism X
C C P C C P Alliance
1488
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Posted - 2014.05.06 13:05:00 -
[64] - Quote
So.. as the former API guy and member of Team Bifr+¦st, the team that made the wormhole space; You were never supposed to be able to see this data. If it's not in the client it cannot be in the API because the same information should be available to everybody playing this game. Nobody is supposed to get a decisive advantage because they have access to data other people have no means of availing themselves to.
The fact that we screwed up and forgot to sanitize the API calls does not change that design.
Now stop being mad at FoxFour, he's a delicate lotus blossom. You can be mad at me for forgetting this in the first place when I was creating WH Space and thus giving you false expectations. Please direct all angry rants to [email protected].
Thank you and have a nice day! CCP Prism X Programmer Team Gridlock |
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CCP FoxFour
C C P C C P Alliance
3091
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Posted - 2014.05.06 13:17:00 -
[65] - Quote
Creaming Soda wrote:CCP FoxFour wrote:
You are very correct. I made that post and immediately regretted it. Went to edit it a bit but it was already quoted so I left it. I have been rereading all my posts since before posting them.
Thanks foxy, just trying to make sure we aren't being ignored in the scheme of the "Design" or "the rest of CCP is okay with it" - i think there is enough here to really think twice about such a change even if there are reasons for it that aren't necessarily game play related listen to us, we love eve, remember when you dont... yeah incarna, thats what low blow but i want to point out the importance of this to me, its my EVE, i dont spend time in highsec or nullsec or fleet fights - wormholes are my every second in EVE and maybe some perspective is in order Thanks, and thanks again for the other API changes, you do do a fantastic job EDIT: roger that prism, made this post before i saw yours (thanks for the API work aswell :P)
And I am reading every post in this tread, along with a few other threads that have been spawned. You are right though, not nearly enough of us at CCP play in WHs to have a complete picture of things so all of this feedback is important.
:D such door, much rage, so old :P
so honestly, and be as honest as you can about this, how much does this data benefit you in Whs as an attacker? How much does it really help finding fights right now that you couldn't figure out another way.
You guys will just end up replacing this data with data from zKill for PvP information, so really the biggest loss is historical data about NPC kills. So OK, you jump into a system check this data, see when people are active, and ready a log off trap. That is, from what we here can tell and what we get told by people we talk to.
Thats... thats not a good enough reason for me to leave this data. It's a huge advantage to you as an attacker and gives nothing to the defender. If you want to do that kind of thing you should have put eyes on this kind of intel yourself or just take the risk of logging your stuff off and maybe getting nothing. CCP FoxFour // Game Designer // @regnerba
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CCP Prism X
C C P C C P Alliance
1488
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Posted - 2014.05.06 13:21:00 -
[66] - Quote
Miriam Hanomaa wrote:stuff
By that logic we should never change anything in EVE. No expansions, no releases, no changes. As changes would always be changing something that is already a part of the game (and in most cases were supposed to be a part of the game at some point in time unlike these stats).
I'm sorry, I understand you don't like this change. Personally I don't like many changes that have happened to me. Growing old and fat isn't terribly exciting I can tell you. But the only alternative to constant change is stagnation and if you've tasted stagnant water you know that isn't very desirable! CCP Prism X Programmer Team Gridlock |
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CCP Prism X
C C P C C P Alliance
1490
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Posted - 2014.05.06 13:33:00 -
[67] - Quote
Miriam Hanomaa wrote:When you make such changes, it feels a bit weird that you do it in a forum post deep down in this forum, and not in a devblog.
No argument here.
Just because we can push things out quickly for the API now doesn't mean we always should. But there's also the counter-point to that. Since we can we should in some cases. But at the very least this should probably have been posted in a new topic here.
But that doesn't change the fact that no info should be available in the API if it's not available through the client. That doesn't change even if we forget some data for a decade or two. That has always been one of the most important rules of developing the EVE API. CCP Prism X Programmer Team Gridlock |
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CCP Prism X
C C P C C P Alliance
1490
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Posted - 2014.05.06 13:51:00 -
[68] - Quote
Valterra Craven wrote:So um here's an idea, instead of taking a feature away that almost all of these people use (and when I say people I am NOT talking about myself since I have literally never been inside an icky wormhole), you add a feature and make the data available in the client.... that way everyone wins.... or you could continue down your current road and **** people off for no reason. (I already know which road you are going to take)
You're being silly. CCP Prism X Programmer Team Gridlock |
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CCP Prism X
C C P C C P Alliance
1495
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Posted - 2014.05.06 14:58:00 -
[69] - Quote
Nitrah wrote:I am more than a little offended that you are being so flippant about a major major MAJOR change to the quality of life of every wormhole resident in the game.
I believe you misunderstood me, sir. The post I quoted was silly in my opinion. It is silly to propose that mistakes in the API should kick of a design change in EVE proper rather than be fixed in the API (that does not mean that said end result is silly, just the logic). It's silly to offer a solution only to state offhand that you will not be listened to. It's just a silly way to initiate a dialouge as you're basicly saying you do not want one. It's silly to be rude-ish (open to opinion and interpretation) to people you want listneing to you by claiming they're just trying to make your life difficult or do not know what they're talking about. When people behave silly around me in real life I tell them I find their behaviour silly. They can then chose to ask me what I mean or simply ignore the statement. At least they'll know why I'm no longer engaging them even though they do not agree with my assertion.
I fully understand that this changes things for some people so I'm absolutely not saying that any claims that this changes things are silly. Just that this specific post struck me as silly. No need for you to get offended on Valterra's behalf (unless you want to, then it's your right and I have no intention of infringing on that right). CCP Prism X Programmer Team Gridlock |
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CCP Prism X
C C P C C P Alliance
1503
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Posted - 2014.05.06 15:36:00 -
[70] - Quote
Nitrah wrote:I am not offended on his behalf. I am offended on my own, thank you very much. Quite frankly, the collective "you" do not appear to know what you're talking about. In the last few pages, you have said that you don't have any devs who live in WH space and then do some sort of handwaving about how this will somehow affect primarily log-in traps.
I repeat since it appears you didn't grasp my point the first time: My entire corp, and I would hazard to guess no less than 95% of WH PvP corps uses this functionality every single day, day in and day out, for the last 5 years. In the over two years I have lived and hunted here (and I do it often enough to teach the class how to do it not only for my corp but for eve university as well) I can count on no hands the number of times I have set up a log on trap, or thought it was needed. Not to say it doesn't happen, but is way in the minority of things which drive WH PvP. Tracking the NPC API is one of the only ways to know if your constantly changing neighbors might be coming online soon, or if the chain you have should just be rolled, and the assertion that the information is somehow only available to the elite few is patently false. See dotlan or eveeye for proof.
Making this change is a major decision and it is insulting that your dev snuck the notification that it basically had already been decided 10 pages into a random thread instead of dev blog, discussion about the possibility, bright flashing lights, alert alert.
What do logoff traps have to do with data availability consistency? Are you confusing me with someone else?
I repeat: This is not data you have access to except through the API. Hence it should not be in the API. This goes for all data returned from it. The API is allowed to make your life easier, but it's not allowed to expose information you have no access to elsewhere.
If the lack of this information is causing you excessive grief that you need addressed then you're asking for a design change in EVE Online, the spaceship game. I'll freely admit that I, as a framework programmer, am in no situation to judge design suggestions on a professional basis. That's why I'm trying to refrain from passing judgement on any ideas proposed here. But whilst the data is not available for you in the client it cannot be available in the API.
That being sad I can fully sympathize if you feel like WH space lacks the tools to be all it can be. If you are relying on a third party tool to enjoy the game because the client is lacking: Well it's a situation you shouldn't accept quietly. But the API is not a backdoor to effect game design changes, and a programmer (me and FoxFour when he has his API hat on) is not the right person to make game design changes.
So I hope this explains at least that we're not doing this just to be difficult and make you people feel offended. But if that's still your opinion I'm afraid we'll simply have to agree to disagree on this. CCP Prism X Programmer Team Gridlock |
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CCP FoxFour
C C P C C P Alliance
3112
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Posted - 2014.05.06 16:30:00 -
[71] - Quote
Can we please continue this disscussion over here: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401
:) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3115
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Posted - 2014.05.06 16:39:00 -
[72] - Quote
Please move the disscussion about the WH NPC kills to this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401 CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3120
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Posted - 2014.05.06 17:10:00 -
[73] - Quote
Please move the disscussion about the WH NPC kills to this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401 CCP FoxFour // Game Designer // @regnerba
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CCP Prism X
C C P C C P Alliance
1506
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Posted - 2014.05.06 17:21:00 -
[74] - Quote
Locking this temporarily to merge the discussion to here: https://forums.eveonline.com/default.aspx?g=posts&m=4558401#post4558401
See ya there! CCP Prism X Programmer Team Gridlock |
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ISD Ezwal
ISD Community Communications Liaisons
1281
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Posted - 2014.05.06 22:05:00 -
[75] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
26. Off-topic posting is prohibited.
Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued.
ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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CCP FoxFour
C C P C C P Alliance
3228
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Posted - 2014.05.15 17:46:00 -
[76] - Quote
Ideki wrote:One question for the PI API:
It returns only the changes that have been applied to a planet. right? Or do we have access to the changes in progress?
The API will only show what you last saw in the client as the DB is only updated when you look at it in the client.
I hope that answers your question, I am not sure I understand it 100%. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3228
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Posted - 2014.05.15 17:53:00 -
[77] - Quote
Ideki wrote:CCP FoxFour wrote:Ideki wrote:One question for the PI API:
It returns only the changes that have been applied to a planet. right? Or do we have access to the changes in progress? The API will only show what you last saw in the client as the DB is only updated when you look at it in the client. I hope that answers your question, I am not sure I understand it 100%. Ok, let me try to clarify myself. If I open the PI ingame, then make some changes (ex: change an Extractor program) but I do not validate it yet, then I do a request on the API. What will I see in the API?
- The extractor as is was before the change ?
- The extractor as it is on my screen ?
From your answer I am guessing answer #1. But still, the PI API is extremely useful for me. And I added some neat tricks to my tool for #2. So all in all I cover both sides
If by validate you mean submit... then yes #1. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3229
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Posted - 2014.05.15 20:53:00 -
[78] - Quote
Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing.
In what way is it useful? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3232
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Posted - 2014.05.16 00:10:00 -
[79] - Quote
Ideki wrote:CCP FoxFour wrote:Ideki wrote:I do not see the head count in the /char/PlanetaryPins
This is a really useful data that is missing. In what way is it useful? Computation of CPU/powergrid for the planet.
Ah, didn't realize they play a part in that. OK, I will add it to the list of things to do. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3235
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Posted - 2014.05.16 12:59:00 -
[80] - Quote
Ideki wrote:Another problem. On one of my gas planets, it looks like I have 2 facilities with the same pinID. I thought that the pinID was a unique identifier for each structure. Am I wrong ? This is the data: Quote:row latitude="-3.72316839216" longitude="-3.72316839216" contentQuantity="40" contentTypeName="Electrolytes" contentTypeID="2390" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="2012-06-06 00:45:53" schematicID="68" typeName="Gas Advanced Industry Facility" typeID="2494" pinID="1006678347864"
row latitude="-3.72316839216" longitude="-3.72316839216" contentQuantity="20" contentTypeName="Oxygen" contentTypeID="3683" expiryTime="0001-01-01 00:00:00" installTime="0001-01-01 00:00:00" quantityPerCycle="0" cycleTime="0" lastLaunchTime="2012-06-06 00:45:53" schematicID="68" typeName="Gas Advanced Industry Facility" typeID="2494" pinID="1006678347864" What is interesting here is that they have the same latitude and longitude (but you cannot do that ingame), but different contentTypeName. Unless that is the way you use to specify different input components for the same facility? Could it be that this is how you show the content of the storage ?
You got it. It's terrible but it's kind of the best I could do without another endpoint for content...
Could have also been another rowset in the page now that I think about it... crap... I will have to review it. Stupid API and not supporting versioning. :/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3235
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Posted - 2014.05.16 21:08:00 -
[81] - Quote
Ideki wrote:Suki Kyoshi wrote:Ideki wrote:Also, I believe that the command center data does not show the level of the command center. I will have to check next time I am ingame to make sure. This information is in the PlanetaryColonies endpoint (upgradeLevel) where Level 0 means basic, after setting up the commandcenter and Level 5 with a full upgrade (skill level 5). I confirm this. But I would have expected it at the command center level instead of the planet level. Does not change much, just not too logic in my opinion.
Yea, doesn't make much sense but it's how the data is stored in the DB. /me shrugs CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3236
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Posted - 2014.05.19 08:18:00 -
[82] - Quote
Ideki wrote:CCP FoxFour wrote:Yea, doesn't make much sense but it's how the data is stored in the DB. /me shrugs K, any chance you can fix the stored products per structure ? Also, is there any api to get a planet tax rate ?
To be honest I will be lucky if I can look at the PI stuff again until August. Have stuff for the Kronos release to do, then stuff for the July industry release, and then I am on vacation for a month. :(
I will try however.
Also, no on the tax rate. I would basically mean we would have to give out who owns every POCO in the game, where they are, what the tax rates are, and other information. At this time thats just not happening. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3236
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Posted - 2014.05.19 12:58:00 -
[83] - Quote
Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3238
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Posted - 2014.05.19 15:46:00 -
[84] - Quote
Max Kolonko wrote:[ quote=CCP FoxFour]Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out.
Wasnt that suposed to be corp/members? Or is it unrelated to the change i proposed in other thread?[/quote]
Unrelated. This is something people have been asking for a fair while before I ever saw your request. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3239
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Posted - 2014.05.20 10:21:00 -
[85] - Quote
CCP FoxFour wrote:Will let you guys know for sure when it is deployed, probably during Tuesday the 20th of May downtime but no promises, but the following change is about to go out:
- Cache time on char/CharacterSheet reduced from 6 hours to 1
- Fix for char/PlanetaryPins having incorrect columns listed
Again, hope for tomorrow but will let you know for sure when out.
This has now been deployed. If you have any problems please let me know. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3239
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Posted - 2014.05.20 12:55:00 -
[86] - Quote
Calvin wrote:Proposal: Parity between in-game map and available API data for system statistics.
Issue: Currently there are more system statistics available in the in-game map than through the API's. Of particular note are the following statistics missing from the API's:
Players in space Players docked & active Cyno fields
Resolution: Adding API's for these would allow for parity between the data available on the in-game map and what's available to the EVE community as a whole (Dotlan! want you to jump on this if it happens!) Would also make my own personal data mining that much more interesting too ;-)
Side note: Any chance of getting separate counters for incoming and outgoing jumps? It is a royal pain in the rear to infer these numbers with just the raw jumps data.
Thankyee!
- Calvin
Getting parity in the stats is one of the things on my list to do but I will probably focus on getting them all into public CREST instead of the EVE API.
As for different numbers for incoming vs outgoing, no not at this time. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3241
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Posted - 2014.05.21 12:22:00 -
[87] - Quote
Ideki wrote:FoxFour, can you tell me what you fixed in the PI API? Because I do not see anything different at the moment.
The columns for planetary pins endpoint contained headRadius and was lacking lat and lon. I removed headRadius from it and added the lat and lon columns to the rowset.
Before:
rowset name="pins" key="pinID" columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,headRadius,contentTypeID,contentTypeName,contentQuantity"
After:
rowset name="pins" key="pinID" columns="pinID,typeID,typeName,schematicID,lastLaunchTime,cycleTime,quantityPerCycle,installTime,expiryTime,contentTypeID,contentTypeName,contentQuantity,longitude,latitude" CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3241
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Posted - 2014.05.21 18:49:00 -
[88] - Quote
Ideki wrote:k.
But no fix to the stored products ? Because I think that it actually more important that lat and lon. Just my opinion of course :)
Actually is it even possible to fix the API to get the correct list of installed/stored products ?
This however took like 10 seconds to do and the products problem is an unkown thing right now... so yea. :P
As the PI stuff is a defect though it is at the top of my list to look at. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 11:16:00 -
[89] - Quote
Hey guys,
I have something ready that I just put on Sisi for testing. I have asked that the API keys site for Sisi be opened up here: https://community.testeveonline.com/support/api-key
If you generate a corp key, with the asset list access mask, and are a director or CEO, and have POCOs belonging to your corp, you should now have results here: http://api.testeveonline.com/corp/CustomsOffices.xml.aspx?keyID=XXXX&vCode=XXXX&characterID=XXXX
Give it some testing for me and let me know if there are any problems. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 13:13:00 -
[90] - Quote
Ideki wrote:Would love to help you, but I am not director/CEO of my corp, and anyway my corp is basically dead at the moment. I am the only one that login. Sorry.
You could reconfirm if you corp has POCOs but you don't have access to that. :P CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 14:55:00 -
[91] - Quote
DoToo Foo wrote:Stupid question: How do I work out my characterID (a pointer to an FAQ or even just tell me which manual to RTFM Regardless, running the API with http://api.testeveonline.com/corp/CustomsOffices.xml.aspx?keyID=XXXX&vCode=XXXX works. (of course replacing xxx with relevant api ids) The tax rates appear correct but the Solar System Id is zero and SolarSystemName is empty Edit: also , I am pretty sure that reinforceHour is probably not right either. Is AllowStandings 0 meant to be true or false? I have allowed access (and different tax rates) based on standings. http://pastebin.com/HKFWLBznIt also lets me know that I have some tax rates that are inconsistent and I have more work to do. So Thank you, I think.
The RF time will be the hour in the middle of what you have set. So if you have 17-19 set the RF should be set to 18... from what I could gather.
systemID I will have to look into, thank you for pointing that out.
Allow standings should be 0 or 1 depending what you have set.
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 14:57:00 -
[92] - Quote
ItsmeHcK1 wrote:Same as the guy above: It works, but the solarsystemID and name are empty. (As are reinforceHour, allowAlliance and allowStanding, but I'm not all that fussed about those tbh.) Could you possibly add a planetID as well? That's the main thing I've always been missing.
P.S.: One would almost say you've been keeping track of pocos. :P P.P.S.: I've PM'd you the URL to a working key, hope that helps.
Wont be adding planetID, you guys will have to do a locations lookup based on the itemID and then use the X Y Z to find closest planet. Sorry! :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 14:59:00 -
[93] - Quote
W0wbagger wrote:Planet name would be great? Or maybe i've missed that
Presumably reinforce hour is the setting of the poco's timer as opposed to when it comes out of RF?
Correct, the RF time is what you have it set to, not when it actually comes out after being attacked. Hope that makes sense. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 15:02:00 -
[94] - Quote
I am looking into the systemID, reinforcedHour, allowAlliance, and allowStandings issues. Not sure whats wrong. Worked locally. :/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 15:51:00 -
[95] - Quote
Fixes are in, deployed to Sisi, cache is flushed. Let me know if you have any other issues. :)
Fixed: System information, reinforced hour, allow alliance, and allow standings all being blank. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 16:07:00 -
[96] - Quote
ItsmeHcK1 wrote:Yup, it seems all is well in the world. Any idea on a timeframe for these to hit TQ?
Kronos is the plan assuming someone doesn't point out a giant flaw with it all. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3245
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Posted - 2014.05.23 16:21:00 -
[97] - Quote
ItsmeHcK1 wrote:Yup, it seems all is well in the world. Any idea on a timeframe for these to hit TQ?
[edit] For those interested, the planet the poco is on is actually contained in the name. (Available through Locations) (row itemID="xxxxx" itemName="Customs Office (Jita III)" x="x" y="y" z="z"/) (Imagine these are the right brackets.)
Oh ****... I didn't even think of that. HAHAHA! That makes it a bit easier since thats a eve system provided name and not one you can set. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3250
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Posted - 2014.05.26 15:58:00 -
[98] - Quote
There are some new things deployed to Sisi today for testing (release date TBA):
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3250
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Posted - 2014.05.26 16:59:00 -
[99] - Quote
Max Kolonko wrote:CCP FoxFour wrote:There are some new things deployed to Sisi today for testing (release date TBA): Any ways to limit the query to specific Corp/Alliance/Timeframe?
No not at this time. At a later time once you guys have access to the corporation resources that will list their wars. No plans for anything time based. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3250
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Posted - 2014.05.26 17:10:00 -
[100] - Quote
Leebe wrote:CCP FoxFour wrote:There are some new things deployed to Sisi today for testing (release date TBA): Hmm.. looks very interesting .. but the overview link is just the id, so it's not really meaningfull. Maybe it would be possible to at least add the main parties to better help deciding if I'm interested to fetch the details ? And will there be some kind of cache header we should obey ?
All CREST calls have a cache header, please obey it.
This resource is for those interested in wars. Not a specific corporations wars. Later once you guys have access to the corporation resource on CREST there will be a link to that corporations wars. This is all wars. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3252
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Posted - 2014.05.28 09:06:00 -
[101] - Quote
ItsmeHcK1 wrote:Will all the API changes be listed in the patch notes? I ask mainly because I am a lazy bastard.
No. Watch this thread or specifically this post from this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137
I also will announce this stuff on my twitter and generally r/EVETech if you prefer to monitor those places.
The reason for this is because the API and CREST will very likely be deployed separately from the EVE server. Kronos goes out on Tuesday, the API and CREST will probably go out on Wednesday, but maybe Tuesday depending how things go, but mainly I am just not 100% sure.
Sorry! CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3252
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Posted - 2014.05.28 15:55:00 -
[102] - Quote
Sentenced 1989 wrote:http://public-crest.eveonline.com/incursions/
How often is this updated
Atm there is new incursion up, spawned about 35 minutes. On crest it shows up every few minutes, stays on for 2-5 minutes then goes down for 2-5 minutes, then shows up again, etc
Can we get some clarification if its supposed to do that, or how long till it gets there and stays there after spawn, etc?
Regarding cache, where can I see how long the cache is for incursions?
The cache time for that endpoint is 1 hour. 3600 second. You can see it in the headers as: Cache-Control GåÆpublic, max-age=3600
There really is no way for it to change every few minutes, that cache is on the nginx box. The server only gets asked once every hour. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3254
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Posted - 2014.05.29 12:54:00 -
[103] - Quote
Wollari wrote:Question for the WAR API
when the attacker or defender joins or leaves an alliance: how will this be displayed in the war data? Will the attacker change from a corporation to an alliance? Does the alliance become an ally or does this war gets closed and a new war pops up for the alliances? Same applies to allies. If an ally joins an alliance or leaves an alliance during the war.
That's a question when tracking wars I've to be aware what data CAN change and which data IS static
So, take this with a grain of salt as I don't know for sure, some testing will be required.
However from what I understand for attacker: If a corp is in an alliance the alliance declares the war. A corp leaving will not change the attacker as it doesn't matter who in the alliance declared it, the alliance is the attacker.
If an attacking corp leaves an alliance though I believe a new war is started. Same with if a defending corp joins or leaves an alliance. There should be, I think I included it, a fromWarID or fromWar field if that happens... not 100% sure as its a day off here and I don't have the code or docs in front of me. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3254
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Posted - 2014.05.29 13:01:00 -
[104] - Quote
Aquila Sagitta wrote:============================================ Idea: Allow us to send isk via corp or personal wallet Description: I'm currently building tools for my wh based corp and I'd love it if you could send isk with one click instead of having to go to wallet, go to corp wallet, transfer isk, find the person your paying, double check its the right person, type in amount, and then pay them. When you have to do this with 10-20 people 1-3 times a week it gets quite tedious! ============================================
This MAY happen with CREST but definitely not anytime soon and even then we really don't know if we want to allow this. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3257
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Posted - 2014.05.29 13:29:00 -
[105] - Quote
Sentenced 1989 wrote:CCP FoxFour wrote:Sentenced 1989 wrote:.... The cache time for that endpoint is 1 hour. 3600 second. You can see it in the headers as: Cache-Control GåÆpublic, max-age=3600 There really is no way for it to change every few minutes, that cache is on the nginx box. The server only gets asked once every hour. That's what I figured. I'll update my end of stuff so it doesn't ask every time, just once per hour, however you have some error then. So far I haven't obeyed cache (just implemented the functionality first time, so my bad, sorry, I'll fix it asap), but CREST was reporting 5 incursion up, then a minute or two later 6 incursions up, then a minute or two later 5 incursions up, etc... If server is asked once every hour, how come I've got different result every few minutes out of CREST? One more thing though, if I might ask, how is this handled on multiple queries from different locations? As in I know dotlan does the query as well, will their query produce same cache result for rest of us? More in detail, all I see in header is Cache-Control: public, max-age=3600, I don't see exact time when it is over as in "cached until", so what I am asking will somebodies else call trigger this countdown, or does every caller get desperate cache file with his own timer?
I really shouldn't have posted, I was clearly very tired.
TL;DR yes, that makes sense, it can happen, just obey the cache timer.
Long version: We have 2 nginx boxes serving public CREST on a DNS round robin. The incursion endpoint is very rarely hit. What likely happened is someone made a single GET which hit one of the nginx boxes. A while later someone made another GET which hit the second nginx box. The second one got newer data. I was under the impression that once a person started making requests they would only get one of the nginx boxes which is why I said you should not be getting different results. If however you were looking up the IP every request and going back and forth between boxes there is a chance you would be getting different results.
This should basically answer your second question though. The two nginx boxes have local caches, they can be out of sync, depends where you end up.
We very much on purpose don't tell you when the cache expires. This is pretty standard from my knowledge of the web. If we told everyone when the cache expires everyone would query at that time. Instead we just tell you how long the cache lasts and you obey that. It does mean you may not get the data at exactly the newest possible time, but for us it means the load is spread instead of our servers getting crushed. :)
Hope that helps! :D
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3257
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Posted - 2014.05.29 14:04:00 -
[106] - Quote
Sentenced 1989 wrote:CCP FoxFour wrote:
I really shouldn't have posted, I was clearly very tired.
TL;DR yes, that makes sense, it can happen, just obey the cache timer.
Long version: We have 2 nginx boxes serving public CREST on a DNS round robin. The incursion endpoint is very rarely hit. What likely happened is someone made a single GET which hit one of the nginx boxes. A while later someone made another GET which hit the second nginx box. The second one got newer data. I was under the impression that once a person started making requests they would only get one of the nginx boxes which is why I said you should not be getting different results. If however you were looking up the IP every request and going back and forth between boxes there is a chance you would be getting different results.
This should basically answer your second question though. The two nginx boxes have local caches, they can be out of sync, depends where you end up.
We very much on purpose don't tell you when the cache expires. This is pretty standard from my knowledge of the web. If we told everyone when the cache expires everyone would query at that time. Instead we just tell you how long the cache lasts and you obey that. It does mean you may not get the data at exactly the newest possible time, but for us it means the load is spread instead of our servers getting crushed. :)
Hope that helps! :D
Yep, helped a lot, thanks for taking your time to explain it. Anyways, I've redone some stuff on my end, so now I pull your response into local file and my server won't check for new data in 60 minutes. Also to even more limit the load, I didn't tie it to cron job, so only on request of data (when somebody actually opens my page) it asks for new data if the local copy is older then 60 minutes, should make everybody happy :) And I've even learned how to add user agent to my request :D \o/
Awesome! That is exactly the way it should work and huge thanks for the user agent! :D
Any chance of sharing a link to what you are working on? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3272
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Posted - 2014.05.29 18:51:00 -
[107] - Quote
Ideki wrote:Hey FoxFour, love the Dev Spolight. always nice to be able to put a real face on a name
:) Glad you enjoyed it. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3272
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Posted - 2014.05.29 21:56:00 -
[108] - Quote
Malus Sentio wrote:Idea: Allow us to query entire killmail history Description: We need to be able to pull entire killmail histories to be able to develop better killboards that can compete with the established ones. Killboards play a massive part in telling the stories that happen in EVE.
Thats not a very good argument considering established killboards (aka zKillboard) offers an API to pull all the killmails they have.
You don't need us to help you compete.
To be honest, they also store them in a slightly better and more efficient way. If they were not offering an API to get killmails, which is actually easier than getting them from us because you don't need API keys and such, then I would be more considering of this. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3291
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Posted - 2014.06.13 17:14:00 -
[109] - Quote
Hawelt wrote:So I've been playing around with the public crest market history end point here is an example and some observations:
- Threadnought: At over 20 pages I'll ignore 90% of them. Sorry if this feedback is made redundant by earlier posts. Maybe consider a seperate forum section with 1 thread for each api endpoint and some documentation in the original post.
- Documentation: abysmal. Its about the same level as the eviction notice for planet earth in HHGTTG: Burried in some forgotten basement filing cabinet on a planet in alpha centauri.
- Parameter names: /types/ implies the ability of providing a list, doesnt seem to work
- Lack of time related parameters. I'd like to fetch the latest update for a given region and/or list of types since foo-day without fetching everything from last year. Might exist but then again the documentation doesn't.
- Unclear semantics: We get data for a timespan but its labeled by a timestamp:
{"totalCount_str": "397", "items": [{"volume_str": "3231", "orderCount": 2064, "lowPrice": 517592000.0, "highPrice": 527000000.0, "avgPrice": 523901000.0, "volume": 3231, "orderCount_str": "2064", "date": "2013-05-01T00:00:00"},
Does 'date' denote the beginning, middle or the end or neither one of those ? At what time becomes the latest data point available ? Did I mention the lack of documentation already ?
I currently have an interface that fetches data from crest when it presumes to be missing data combined with a cron job to update previously requested (type,region) pairs daily. As it stands its both unreliable and inefficient due to the points mentioned above. Sorry for ranting so much about the documentation, its pretty awesome to have this api. But is there any chance of getting a zmq api to subscribe to in order to receive updates as they become available?
- 1 thread per endpoint is not feasible, there are far to many.
- Yes, but since the beginning of time CCP has basically stayed away from providing documentation for third parties. This goes for the SDE, API, CREST, and everything else. I do hope we can get some proper documentation for CREST out at some point, but don't expect anything from us for the older API and SDE.
- CREST is a restful API, /types/ is not a parameter. Parameter would be something after a ? such as ?page=2.
- I don't have any plans to provide anything like that for the market history resource. I do however have plans to release a resource that contains all market types and their current average price. That may help but it wont contain information like order count or anything like the history endpoint.
- Yea... that should probably drop the seconds, minutes, and hours leaving just the date. /shrug not enough of an issue for me to go fix it when the list of other things to fix (see war killmails being totally broken and PI endpoint needing lots of help) to put it very high on my list.
- Date denotes the day that information is for. This market history information is for per day, so yea. In your example above the volume, order count, and price information is all for the day of 2013-05-01.
- I recommend running all cron jobs for the market data at 01:00 every day and just leaving it at that.
- I have no idea what zmq is. But um... no not really. I recommend following this thread, specifically the third post.
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3291
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Posted - 2014.06.14 17:40:00 -
[110] - Quote
Well ****, forums just ate my response and I have to run. Will try and remember to respond properly on Monday. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3291
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Posted - 2014.06.14 19:01:00 -
[111] - Quote
Darkblad wrote:CCP FoxFour wrote:Well ****, forums just ate my response and I have to run. Will try and remember to respond properly on Monday. Don't hesitate, make your Forums Gold
Have that at work but not at home. :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3294
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Posted - 2014.06.18 14:34:00 -
[112] - Quote
Now on Sisi for your testing:
EVE API
- Added corp/Facilities
- Added char/IndustryJobsHistory
- Added corp/IndustryJobsHistory
- Adjusted the columns returned for char/IndustryJobs
- Adjusted the columns returned for corp/IndustryJobs
Please note that since the columns being returned in the corp and char IndustryJobs endpoints is almost completely different than before this make break existing applications.
This stuff is on Sisi now, so go test and make your stuff work again. :)
Public CREST CCP Tuxford has gone and awesome by making some additions to public CREST for you guys. :D
- Added a teams resource
- Added a specialities resource
- Added a industry resource linking to the above two resources
See the industry resource here: http://public-crest-sisi.testeveonline.com/industry/
All of this stuff is on Sisi now for testing but please keep in mind it may change before release. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3301
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Posted - 2014.06.19 12:33:00 -
[113] - Quote
brammator wrote:Idea: add CREST endpoint listing all available endpoints Description: I'm sure you are using docstrings describing endpoint functions, but compiling them into useful document and laying it out could be boring and often forgotten chore. So why don't export it automagically?
That exists at the root URL. It's not exposed publicly though right now, will see what I can do. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3310
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Posted - 2014.06.29 19:24:00 -
[114] - Quote
:/ Thanks for the heads up. I will look into this when I get back from vacation in August. I want to review the whole PI API as there are a few defects with it. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3311
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Posted - 2014.07.01 13:49:00 -
[115] - Quote
Senea Yin wrote:CCP FoxFour wrote:That exists at the root URL. It's not exposed publicly though right now, will see what I can do. Any progress with that yet?
Done and on Sisi: http://public-crest-sisi.testeveonline.com/
Will go to TQ with Crius. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312
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Posted - 2014.07.01 14:18:00 -
[116] - Quote
This is whats on Sisi right now for the Crius release.
EVE API:
- Added corp/Facilities
** Returns a list of all outpost and POS industrial facilities your corporation owns ** Cache time is 1 hour
- Added corp/IndustryJobsHistory
** Returns a list of up to 1k (will look at tweaking in the future) running or completed jobs for your corporation ** Cache time is 6 hours
- Added char/IndustryJobsHistory
** Returns a list of up to 1k (will look at tweaking in the future) running or completed jobs for your character ** Cache time is 6 hours
- Updated corp/IndustryJobs
** Returns a list of up to 1k (will look at tweaking in the future) running jobs for your corporation ** Cache time is 15 minutes
- Updated char/IndustryJobs
** Returns a list of up to 1k (will look at tweaking in the future) running jobs for your character ** Cache time is 15 minutes
- Fixed cache timers on the corp/Medals and api/ApiCalls endpoints
Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
- Added industry/facilities
** Lists all public facilities within New Eden
- Added industry/specialities
** Lists all specialities that can be associated with teams and what groups they modify
- Added industry/specialities/specialityID
** Details what groups a specific speciality modifies
- Added industry/teams
** Lists all teams in active use in the known universe (not WH systems)
- Added industry/systems
** Lists the cost index of installing jobs in the known universe (not WH systems)
- Added the CREST root to public CREST
** Simply going to https://public-crest-sisi.eveonline.com/ will now return the CREST root
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312
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Posted - 2014.07.01 14:23:00 -
[117] - Quote
Crazy thing is there is still more to come. :D CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312
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Posted - 2014.07.01 14:29:00 -
[118] - Quote
Woops, the facility resource for CREST should be up later this week. Sorry! CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3312
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Posted - 2014.07.01 16:57:00 -
[119] - Quote
The industry job endpoints, both historical and running, will (once Sisi is updated tomorrow) return a maximum of 10k jobs or 90 days history. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3318
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Posted - 2014.07.01 18:04:00 -
[120] - Quote
Jinn Aideron wrote:CCP FoxFour wrote:Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
Can someone point me to what adjusted is in this context? Adjusted how? Was this maybe mentioned elsewhere? Thank you.
Um... it just is that. It's an adjusted price, adjusted in what way we have not said publicly, that we use for things internally. One of those things we use it for is industry cost calculations. Due to that we chose to expose it to you guys since you will need it to calculate industrial costs.
It's use may grow over time so we have simply called it adjustedPrice. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3318
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Posted - 2014.07.02 11:32:00 -
[121] - Quote
Rust Connor wrote:CCP FoxFour wrote:This is whats on Sisi right now for the Crius release. Public CREST:
- Added market/Prices
** Returns a list of all items that have an average market price or adjusted market price and what their average or adjusted market price is. ** Average price is the same price you see when you select an item in your inventory. ** Adjusted price is what the industry formulas use.
- Added industry/facilities
** Lists all public facilities within New Eden
- Added industry/specialities
** Lists all specialities that can be associated with teams and what groups they modify
- Added industry/specialities/specialityID
** Details what groups a specific speciality modifies
- Added industry/teams
** Lists all teams in active use in the known universe (not WH systems)
- Added industry/systems
** Lists the cost index of installing jobs in the known universe (not WH systems)
- Added the CREST root to public CREST
** Simply going to https://public-crest-sisi.eveonline.com/ will now return the CREST root
Industry/systems worked fine. Is there a minimum value for costIndex? I mean, for a system that has 0h productions right now. And what means costIndex? :) Its the "fraction of global job hour"? I guess Ive missed some post about it. Market/Prices didnt work.... "Not found error".
works for me: http://public-crest-sisi.testeveonline.com/market/prices/
Edit: be sure you get the trailing slash when compiling an actual URL. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3318
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Posted - 2014.07.02 11:54:00 -
[122] - Quote
Rust Connor wrote:Thanks! It's case sensitive. I've tried "market/Prices/".....
And the costIndex? Any brief explanation?
Yea, really the best thing to do is follow links from the root to get where you want to go. That way the URL is mostly irrelevant. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3320
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Posted - 2014.07.03 11:40:00 -
[123] - Quote
Just deployed a fix to sisi to fix the cost and date formatting of the 4 (corp/char and running/history) industry endpoints. Let me know if there are any issues. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3329
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Posted - 2014.07.04 13:24:00 -
[124] - Quote
Hey guys,
I just want everyone to know that I will personally be on vacation from now until July 28th or so. This does mean I will be away for the Crius deployment. I have made sure they people here know whats up and can take care of any problems that arise with that.
If you happen to come across any other issues on Sisi though that need to be fixed before Crius and you are not getting a response on the forums poke me on twitter. I will try and monitor this thread, but yea... vacation. :)
I think we are looking really good for the Crius deployment though and am really excited to see what you guys do with everything we have done. :D CCP FoxFour // Game Designer // @regnerba
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CCP Nullarbor
C C P C C P Alliance
738
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Posted - 2014.07.04 14:02:00 -
[125] - Quote
Rust Connor wrote:Thanks! It's case sensitive. I've tried "market/Prices/".....
And the costIndex? Any brief explanation?
I have a blog on its way to explain how to use cost index + adjusted price to calculate the price for installing industry jobs. Stay tuned. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP FoxFour
C C P C C P Alliance
3372
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Posted - 2014.07.11 09:12:00 -
[126] - Quote
Taleden wrote:Is there any "best-practice" limit on the number of requests we send to CREST in a given time period?
I'm specifically thinking of things like market history scans, which may require 5,000-10,000 requests, per region, potentially every day for really serious marketeers. Server load can be reduced somewhat by submitting many requests through the same HTTP/TCP connection without opening a new one each time, but even so, should they be throttled on the client end, or can we rely on CREST to respond as quickly as it wants to?
Along a similar line, maybe it would make sense to offer market history queries for shorter time periods? Anyone who wants to pull that data frequently may also be storing it locally, so they don't need the entire past year for every item every time; a 7- or 30-day window to just pull new data would make for less redundant data transfer overhead.
Here is some basic information: https://forums.eveonline.com/default.aspx?g=posts&t=344803&find=unread
Basically keep it to 10 RPS on CREST until we have the developer singups going. 503's are generally because we are rate limiting you. If you hit the wars endpoint several wars may timeout due to being stupid big and not loaded yet. If you get that timeout issue just wait 10 minutes and try again.
Keep in mind you should not request WH regions, and you should only request types that have a marketGroupID set. If they don't have a market group ID set they are not on the market and you are just wasting time.
I suppose we could offer different length market requests, but it's not really needed. The pages are usually cached in nginx (I suggest you do your cron jobs around 01:05 in the morning like everyone else) and so are loaded stupid fast. We then ensure the results are sorted so you only need to parse the first result.
One of the constraints we have on our caching system is we cache endpoints for X amount of time, and thats defined outside the scope of the endpoint, using a decorator. One of the things I want to get, and am pushing for, is the ability to set the client cache, what you guys see, and then also set the nginx cache differently. Doing that I could tell you guys it's cached for 1 hour but do things like expire the cache on the server at midnight. This means that if something is requested at 01:00 it stays cached for 23 hours. I cannot cache something for 23 hours right now because if it's requested at 23:55 and then cached for 23 hours you guys will stab me. If I get that kind of caching control, doing an endpoint that does something like take a region ID, return all market types and their data for yesterday, would be doable. I cannot do that now just due to how much time each request would take. If I can guarantee it's only hit once (while twice actually, once per nginx box) per day, screw it who cares.
So yea, TL;DR: time better spent on other things, once we get better caching control we will do even cooler things. :D CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3379
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Posted - 2014.07.12 07:02:00 -
[127] - Quote
You can always check the header to find the cache time. I don't know what item that is, but mabe there were none traded on that day. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3379
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Posted - 2014.07.12 09:33:00 -
[128] - Quote
Louis Vitton wrote:Type 34 = Tritanium. I would say there would of been transactions over the length of a day.
Well then... Does resource match what's displayed in the client? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3380
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Posted - 2014.07.13 07:31:00 -
[129] - Quote
Bubbles Udan wrote:CCP FoxFour wrote::/ Thanks for the heads up. I will look into this when I get back from vacation in August. I want to review the whole PI API as there are a few defects with it. Some of the PI API problems are probably related to PI itself. Actual extractor is pulling in 21371 units this cycle(1), 1 hour cycles,over a 2 day period it will pull in 575209 units for 11504 units per hour. API says it is pulling 5056 units per cycle. At no point in production will it be pulling that few units per cycle. I tried seeing if it was a factor of something.. no or maybe it was my skills and it stored what it predicted before I started extracting.. no. Maybe thats the units a single head is pulling in? I haven't tested that. Outside of the API, PI still makes no sense even inside the game client. Same extractor on its route says 36400 units outgoing. That is WAY more my extractor will output for any cycle. The API returns the same numbers for routes and links as the game does at least. Would it just be possible to add a field to the extractor that shows the program output total? That being said, everything else in in the PI API works flawless. The contents of facilities and storage match up and work perfect. Being able to catch when I forget to set a route for a extractor I just moved has already made it worth it :P
That number is actually what's used. We do some math with to get the graph. When I am back I will see about just releasing said math. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3383
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Posted - 2014.07.16 18:34:00 -
[130] - Quote
As a heads up guys, the corp/Facilities endpoint on the XML API is going to receive a change when I get back. The tax column will be removed and replaced with multiple taxBadStandings, taxTerribleStandings, etc. columns. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386
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Posted - 2014.07.21 16:07:00 -
[131] - Quote
Because most have not been made available to anyone but is yet.
CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386
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Posted - 2014.07.21 16:08:00 -
[132] - Quote
Quattro Yazria wrote:Dragonaire wrote:On a POS my understanding is there are only Corp Hangers and not personal so should show under corp assets. Things inside a ship show in in personal assets. I may still not be getting what you are talking about too. I know on IndustryJobs some 'interesting' things happen with BPOs and BPCs and assets so if they seem to disappear while job is running I wouldn't be surprised. Maybe knowing what kind of item it is would help figure out if it's just some where you are not expecting it or if there is an actual problem with the APIs that CCP needs to fix. https://wiki.eveonline.com/en/wiki/Personal_Hangar_ArrayIt's a new structure inrroduced in odyssey, where each corp member has 50k access space. Directors can't see their contents ingame (I asked the GMs, the original devblog said they can see, but not modify it's contents, but that wasn't implemented), so if it's hidden from the API too, it can be a funny possibility for hiding stuff.
Are those assets listed in the client asset window? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386
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Posted - 2014.07.22 06:46:00 -
[133] - Quote
OK, so this is a much bigger problem than just the API. Thanks! :D CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386
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Posted - 2014.07.22 13:02:00 -
[134] - Quote
Quattro Yazria wrote:CCP FoxFour wrote:OK, so this is a much bigger problem than just the API. Thanks! :D yes, but I only realized this after others mentioned the asset list :D I olny wanted to checki it with the api. Should I report it somewhere else too?
Would be nice to file a bug report. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386
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Posted - 2014.07.29 15:00:00 -
[135] - Quote
Whoever was writing that Android PI application: https://wiki.eveonline.com/en/wiki/Equations CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3386
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Posted - 2014.07.31 10:07:00 -
[136] - Quote
Dragonaire wrote:Just been re-reading through the patch notes and noticed again the part about /industry/facilities/. It seems to be saying it a new API point but you can't access it. Is it going to be CREST only and notes were just unclear? or is there another reason we can't access it?
If ever in doubt about the route to a resource, go here: https://public-crest.eveonline.com/
Don't know why you cannot access it, the resource should be located at: https://public-crest.eveonline.com/industry/facilities/ CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388
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Posted - 2014.07.31 15:18:00 -
[137] - Quote
So work on the blueprints endpoint finally progressed today so a quick update:
I hope to have it on Sisi next week and TQ the week after, no promises though.
The cache time on it will be 24 hours.
Here is a sample row:
row itemID="1000000012172" locationID="60014929" typeID="23058" typeName="Dragonfly Blueprint" flagID="4" quantity="32" timeEfficiency="0" materialEfficiency="0" runs="-1"
locationID is the actual item location, in this case a Polaris station. The flagID is then where in that item it is. So 4 is my personal hanger. If it was owned by a corp then flagID would be the hanger division. Similarly if it's located in a POS structure that will be the hanger division.
So determining a blueprints location is a combination of the ownerID (which you should know based on your request), the locationID, and the flagID.
The endpoint will require CEO or directorship as there is no easy way for me to filter the results based on your characters roles.
I do want to mention that there is the possibility we will pull this endpoint and not release it if performance is really ****, but we will see.
The maximum results returned will be 200k which is far better than the 30k max of the client industry window.
The endpoint is restricted to the asset list access mask.
Thats all for now. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388
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Posted - 2014.08.02 14:14:00 -
[138] - Quote
SJ Astralana wrote:CCP FoxFour wrote: The cache time on it will be 24 hours.
24 hours is fail. 23 hours is win.
If you check any of the XML resources you will find that they are all set to expire before the "documented" expiry time. When we say something is cached for an hour, we usually cache it for 55 minutes. Similarly when we say something is cached for 24 hours it's actually cached for 23.5 hours. We say 24 because if we said 23.5 people would go "waaaaaa make it 23" and so on and so on.
We like making sure your cron jobs don't get the same cached data. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388
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Posted - 2014.08.02 14:16:00 -
[139] - Quote
Nick Actilete wrote:I'm very new to EVE, so I don't know a lot but it seems like from my limited experience it would be nice to have a way to see kills you were involved in (if you didn't get the KM) without having to worry about the crest link submitted to a killboard. Would it be possible to have a public API for all kills?
Sorry if this post is out of place, but it came to mind and this seemed to be the best place to submit it. Thanks for all the work so far.
Not going to happen from our side. You can get that data from zKillbaord but we just don't store it in a way that allows us to query based on anything but final blow or victim really. Making all killmails public is something we have considered and will continue to consider, but nothing is going to happen with that for now. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388
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Posted - 2014.08.02 14:17:00 -
[140] - Quote
Calvin wrote:CCP FoxFour wrote: The endpoint will require CEO or directorship as there is no easy way for me to filter the results based on your characters roles.
Hi FoxFour, I'm still rather concerned that blueprint PE & ME (especially ME) isn't also passed through to the new industry API. If I understand you right, even with industry roles in my corp, I (as a corp director) would need to manually share the blueprint PE & ME levels to any industrial subordinates (factory managers) for them to be able to run accurate calculations on cost of production from any corp BP's they used? There's no way I'm sharing my API key with a subordinate, and it'd be quite a hassle to update a blueprint list every day just so my industry subordinates could properly calculate cost of production. Even with the blueprints API I still run into the problem of needing to cross-check whatever ME/TE research I've finished on a particular blueprint between the most recent blueprint API pull I have and whenever I'm looking to start (or have started) a production. Were they in the industry data all I'd need to do is pull the most recent industry job with that blueprint and extract the ME/TE data from there, making adjustments if the most recent job is a ME/TE job. That's one data pull per blueprint as opposed to what would be a variable number with the blueprint API. Is it really so hard to bring back the blueprint ME/PE levels to the industry API? Having the blueprint ME/TE levels show there would solve the first problem, and alleviate the second.
Would it help if I also allowed factory managers access? It would mean they would get ALL the corp blueprints though, not just the ones in hangers they have access to. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3388
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Posted - 2014.08.02 16:02:00 -
[141] - Quote
Calvin wrote:CCP FoxFour wrote:Would it help if I also allowed factory managers access? It would mean they would get ALL the corp blueprints though, not just the ones in hangers they have access to. That'd help with the first problem I mentioned, though then the problem would be limiting what BP info people in the factory manager role can pull. I can see how that's a tricky problem to resolve and I think that's a decision that needs more crowdsourcing than just me (-: Is there a particular reason that industry jobs can't pass through the ME/TE levels of the BP's they're using in the API?
The blueprints thing is a pretty rough thing for us to lookup so if possible we would like to avoid that, hence the 24 hour cache timer. Once we get this on Sisi though we can monitor performance a bit closer and consider some solutions. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3389
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Posted - 2014.08.04 15:44:00 -
[142] - Quote
Roberta Chikita wrote:Hi !
I probably find a "bug" or "misstake" on xml api
In PlanetaryPins, It seem the latitude and longitude are the same value I want to represent planets with canvas or other thing but I'm not able to do this with this "bug".
example: [row pinID="1009824070429" typeID="2551" typeName="Plasma Command Center" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.87589615676289" latitude="-3.87589615676289" ][/row]
[row pinID="1009824077992" typeID="2556" typeName="Plasma Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2400" contentTypeName="Toxic Metals" contentQuantity="760" longitude="-3.89758862802" latitude="-3.89758862802" ][/row]
any idea why?
Replaced < > by [ ] for respect the no html rules
Hahahaha that sounds like something stupid I would do. Will try and check it out on Tuesday. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3389
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Posted - 2014.08.05 16:58:00 -
[143] - Quote
Ema Bane wrote:With the API endpoint /IndustryJobs, there use to be the attribute "installedItemLicensedProductionRunsRemaining" = "-1" for BPO and >=0 for BPC but it has disappeared in Crius.
There is a "licensedRuns" attribute, but it doesn't reflect the type of blueprint as "installedItemLicensedProductionRunsRemaining" use to do...
Any plan to bring back the possibility to distinguish from what type of blueprint a job has been issued?
Confused, how would you change it? CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3389
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Posted - 2014.08.05 17:41:00 -
[144] - Quote
CCP FoxFour wrote:Roberta Chikita wrote:Hi !
I probably find a "bug" or "misstake" on xml api
In PlanetaryPins, It seem the latitude and longitude are the same value I want to represent planets with canvas or other thing but I'm not able to do this with this "bug".
example: [row pinID="1009824070429" typeID="2551" typeName="Plasma Command Center" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="0" contentTypeName="" contentQuantity="0" longitude="-3.87589615676289" latitude="-3.87589615676289" ][/row]
[row pinID="1009824077992" typeID="2556" typeName="Plasma Launchpad" schematicID="0" lastLaunchTime="0001-01-01 00:00:00" cycleTime="0" quantityPerCycle="0" installTime="0001-01-01 00:00:00" expiryTime="0001-01-01 00:00:00" contentTypeID="2400" contentTypeName="Toxic Metals" contentQuantity="760" longitude="-3.89758862802" latitude="-3.89758862802" ][/row]
any idea why?
Replaced < > by [ ] for respect the no html rules
Hahahaha that sounds like something stupid I would do. Will try and check it out on Tuesday.
Yup, this was pretty much me just being incredibly incompetent. Fix is deployed to Sisi right now. Will go to TQ... at some point. Probably with Fay, maybe tomorrow if I am feeling awesome about it. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3389
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Posted - 2014.08.05 21:02:00 -
[145] - Quote
Along with the PI fix CORS headers are now in the XML API on Sisi. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3389
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Posted - 2014.08.06 15:51:00 -
[146] - Quote
Just deployed corp/blueprints and char/blueprints to Sisi. 24 hour cache. Requires director or CEO key for corps with asset list mask. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3391
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Posted - 2014.08.07 11:51:00 -
[147] - Quote
As described in these patch notes: http://community.eveonline.com/news/patch-notes/patch-notes-for-crius
CORS headers and PI long/lat fix is out on TQ now. Let me know if there are any issues.
As stated before the blueprints endpoint is live on Sisi now.
I have a fix internally for the cachedUntil time on the jobs endpoint.
I have a fix internally for the probability on the jobs endpoint.
The blueprints, and 2 jobs fixes will probably have to wait until Hyperion unfortunately. Sorry about that! :( CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3391
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Posted - 2014.08.07 11:53:00 -
[148] - Quote
Cor'len wrote:Cor'len wrote:Awesome! I'm going to be using that too, and I'm not even writing an Android application! (bluh bluh broken stuff) Any tips? Turns out that a variety of things went wrong when I tried porting it to PHP. If anyone's interested, here's a C# port which is accurate enough (0.006% error - probably some rounding issue): http://pastebin.com/8tgU4E8KI also reorganized some of the code - no point in keeping the constants inside the main loop. Thanks again for being awesome, CCP FoxFour!
You're more than welcome! Thank you so much for sharing your code and digging into this. If you have the chance, and think you can, please do go back and update the EVElopedia entry to make it better/more understandable. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3447
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Posted - 2014.08.15 16:08:00 -
[149] - Quote
It still needs to be a corp key, but your character has to have that role. I think is how it works. CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3447
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Posted - 2014.08.15 18:09:00 -
[150] - Quote
Max Kolonko wrote:CCP FoxFour wrote:It still needs to be a corp key, but your character has to have that role. I think is how it works. So a non director with factory manager can now create corp key?
To be honest I didn't know they couldn't before... I have always been a director or CEO and when I suggested this no one questioned me... plus I saw code supporting it so... yea. Will dig into this more next week. Very sorry if I was so horribly wrong. :( CCP FoxFour // Game Designer // @RegnerBA |
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CCP Veritas
C C P C C P Alliance
999
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Posted - 2014.08.18 12:16:00 -
[151] - Quote
Hiya Mr. TAckermassacker,
Particularly large replays don't insert nicely into the DB, as matches 4, 5 and 8 were, so they will be missing until I bother to have one of our DBAs plunk them in. Until then they'll be missing from CREST.
25 will be missing forever as it wasn't played.
~Veritas CCP Veritas - Technical Director - EVE Online |
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CCP FoxFour
C C P C C P Alliance
3456
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Posted - 2014.08.18 16:59:00 -
[152] - Quote
Brief update guys:
I have updated Sisi with the following changes:
- Fix for the probability of the 4 job endpoints.
- Fix for the corp job endpoints having incorrect cache timers.
- Added corporation name to the employment history of eve/CharacterInfo
The cache has been cleared as well. Let me know if you encounter any problems. CCP FoxFour // Game Designer // @RegnerBA |
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CCP Veritas
C C P C C P Alliance
999
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Posted - 2014.08.19 09:48:00 -
[153] - Quote
After compression that match was only the 9th largest of the weekend. CCP Veritas - Technical Director - EVE Online |
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CCP FoxFour
C C P C C P Alliance
3479
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Posted - 2014.08.27 08:46:00 -
[154] - Quote
There is some documentation here: https://neweden-dev.com/Category:CREST
It's not very complete due to... well me being a lazy ... something. You can get that same documentation though from us. Say you want the documentation for the new system costs. And maybe you don't know how to find where the system cost resource is located. The following is how you would go about it:
- Go to https://public-crest.eveonline.com/ As CREST is a RESTful API everything should be linked from the root in some way. So you can always explore the links in the root to see what exists. Note however that many of the links in the root will return 404 (I think it's 404) as we have not exposed them on public CREST yet. Public CREST is a bit of a hack.
- After browsing through the links from the public CREST root and finding a resource you want more information about simply take that same resource and do an OPTIONS call on it from CREST instead of public CREST.
- Example: You want details on https://public-crest.eveonline.com/wars/ resource. Instead of doing a GET request do an OPTIONS request and do it on https://crest-tq.eveonline.com/wars/ and from that you will get complete documentation of the resource. This OPTIONS call is applicable to all resources. Even if you don't have access to them.
- The above is how the documentation on NewEden-Dev was being grabbed.
- Enjoy!
CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3479
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Posted - 2014.08.28 11:43:00 -
[155] - Quote
Just deployed a quick update to the EVE XML API to fix a permissions issue on the corp blueprints endpoint. It was set to use the industry access mask instead of asset list. Sorry. CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3483
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Posted - 2014.08.28 19:41:00 -
[156] - Quote
Chips Merkaba wrote:With new feature "pay to another character playing time" by Plex - I want know who I bought it and see it in transactions.
Is it possible to determine through the API in transactions or journal who was paid for playing time with Plex?
Not that I am aware of. Will talk with the team that did this. CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3490
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Posted - 2014.09.09 10:35:00 -
[157] - Quote
We are deploying a few minor changes to the XML API today during downtime, nothing drastic just a few minor changes that were brought to our attention as something that should be fixed.
Fixing the columns! The XML API has this concept of rowsets and rows. Each rowset has an attribute for columns which each row has. Depending how you implement your parsing of the data returned by the API you may or may not care about the columns. If you do care about the columns attribute you usually care about the order the columns are listed in along with spacing of the information. While we attempt to test the API as much as possible before deploying it to TQ, none of us (that I am aware of anyways) use the columns data and we often forget how important it is to you guys. So this morning I sat down and fixed a few instances where this was broken.
- The corp/MemerSecurity endpoint had a space between characterID and name in the members rowset. This has been fixed.
- The eve/CharacterAffiliations endpoint had the columns in completely the wrong order and this has been changed to match how the data is actually returned.
These fixes are very quick and easy for us, so if you are aware of any other problems with column data please let us know. Also feel free to politely remind us when we release changes that break this of how important it is to you.
ContactList and the WatchList The char/ContactList endpoint now returns an attribute called GÇ£inWatchlistGÇ£ for each contact in the contactList rowset (and yes, we added the attribute to the column information in the correct order). This is a simple Boolean value that should let you figure out which of your contacts are on your watch list or not. Someone asked for this and it was easy, not really sure how you will use this but since it was so easy why not! :D
Example output: http://pastebin.com/NYQjXZ1i
As I said at the beginning of the post, nothing crazy just a few minor changes to help improve the life of third party developers. CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3495
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Posted - 2014.09.12 06:18:00 -
[158] - Quote
Cor'len wrote:Not the greatest relationship with your boss, I take it?
Hehehehe Getting the corp CEO was easiest, to lazy to search, and I needed to test. It was him or Fozzie for -10. :) CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3495
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Posted - 2014.09.12 06:19:00 -
[159] - Quote
Drailen wrote:Is it possible to get a fix for the IndustryJobs API returning "0" and "" for the productTypeID and productTypeName attributes?
Ta very much.
This is probably not the answer you want to hear, but I will be looking into that hopefully the week after next. I know it's a pretty high priority thing to fix, but we have some other stuff in the works that I need to get done first. :) CCP FoxFour // Game Designer // @RegnerBA |
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CCP FoxFour
C C P C C P Alliance
3500
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Posted - 2014.09.15 08:19:00 -
[160] - Quote
Heat-seeking Moisture Missile wrote:
The Corporations resource has not been exposed publicly yet. CCP FoxFour // Game Designer // @CCP_FoxFour |
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CCP FoxFour
C C P C C P Alliance
3500
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Posted - 2014.09.15 08:20:00 -
[161] - Quote
Roshni Ellecon wrote:I've searched for this a number of times but can't find the answer so please excuse me if it's a duplicate and point me to the thread or resource.
I'm having problems with the PlanetaryPins API. What do I need to do trigger a refresh in the data? I've tried keeping the planet open in Planet Mode and clicking on each facility to open them up. Still the data is stale. I don't mind jumping through hoops to get refresh the data but at this point I'd be better off manually inputting the data... and I hate data entry.
Are you paying attention to the cachedUntil values? Also remember that PI only "updates" when you make a change. Other then that the data is all simulated. CCP FoxFour // Game Designer // @CCP_FoxFour |
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CCP FoxFour
C C P C C P Alliance
3502
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Posted - 2014.09.16 07:51:00 -
[162] - Quote
Roshni Ellecon wrote:I think part of the problem was I was loading all planets at once. I think I was running into the cachedUntil values at that point.
I think you are misunderstanding the cachedUntil values.
All they mean is the information in THAT result will not change until the cachedUntil time comes. So you should not fetch it again until such time as the cachedUntil expires.
So if you fetch planet 1 and it's cached until 14:00, don't fetch planet 1 until 14:01. You can still go ahead and fetch planet 2, which will then have it's own cachedUntil value. CCP FoxFour // Game Designer // @CCP_FoxFour |
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CCP FoxFour
C C P C C P Alliance
3511
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Posted - 2014.09.18 21:34:00 -
[163] - Quote
That will hopefully be sorted out next week. Until then: https://forums.eveonline.com/default.aspx?g=posts&t=344803&find=unread CCP FoxFour // Game Designer // @CCP_FoxFour |
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CCP FoxFour
C C P C C P Alliance
3591
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Posted - 2014.10.09 07:16:08 -
[164] - Quote
Sephira Galamore wrote:Could we get an API (or CREST) endpoint for Bookmarks?
They have been changed to server-side storage not long ago, and just recently I discovered the usefulness of the "Notes" field. Ingame you have to open each note seperately, with an API endpoint you could have it a bit more accessible. It would also make it easier to keep track of larger bookmark sets / libraries. Mapping software could show them on the map. Want to see how well you have covered Curse? Maybe Dotlan would provide a per-system count of bookmarks as info layer in the region map for logged-in users.
Useful data would be: Name, Type, SystemId, System name, Creation date, CreatorId, Creator name, Notes
Are folders stored client-side or on the server? If the later, include the folder name aswell.
Ooooo I like this idea. I have no idea what you would really do with it, but that just means all the crazy things you guys do will be an awesome surprise! :D
Will look into this later today to see if it's possible and then can look at getting it on my backlog for a later date.
CCP FoxFour // Game Designer // @CCP_FoxFour
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CCP FoxFour
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Posted - 2014.11.04 14:43:22 -
[165] - Quote
Feyd Rautha Harkonnen wrote:The SSO auth for the CREST API seems dependant on an HTTP callback to a URL, does this mean you can only build web-based apps to interact with CREST? i.e. How about building a thick-client or iPhone app?
F
It doesn't have to be HTTP.
CCP FoxFour // Game Designer // @CCP_FoxFour
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CCP FoxFour
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Posted - 2014.11.05 08:08:08 -
[166] - Quote
Feyd Rautha Harkonnen wrote:Is there a non web-based example of using the auth CREST API available, to see how the lifecycle would work for a thick client app?
Here is a Windows Phone 8.1 example: https://bitbucket.org/Fezzik/eve-sso/overview
CCP FoxFour // Game Designer // @CCP_FoxFour
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CCP FoxFour
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3720
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Posted - 2014.11.27 04:20:16 -
[167] - Quote
Lai Rai wrote:Heya,
I saw the market/types endpoint on public-crest.eveonline.com and decided to try it. It seems to not work. My question is, is this the intended effect? Because the SISI version of it works.
Thank you.
It has not been exposed on TQ yet. That should happen with Rhea.
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CCP FoxFour
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Posted - 2014.11.30 22:33:10 -
[168] - Quote
Hawelt wrote:This is what I get when querying the public crest root. {"motd": {"dust": {"href": "http://newsfeed.eveonline.com/articles/71"}, "eve": {"href": "http://client.eveonline.com/motd/"}, "server": {"href": "http://client.eveonline.com/motd/"}}, "crestEndpoint": {"href": "http://public-crest.eveonline.com/"}, "corporationRoles": {"href": "http://public-crest.eveonline.com/corporations/roles/"}, "channels": {"href": "http://public-crest.eveonline.com/chat/channels/"}, "corporations": {"href": "http://public-crest.eveonline.com/corporations/"}, "alliances": {"href": "http://public-crest.eveonline.com/alliances/"}, "authEndpoint": {"href": "https://login-tq.eveonline.com/oauth/token/"}, "battleTheatres": {"href": "http://public-crest.eveonline.com/battles/theatres/"}, "marketPrices": {"href": "http://public-crest.eveonline.com/market/prices/"}, "itemTypes": {"href": "http://public-crest.eveonline.com/types/"}, "decode": {"href": "http://public-crest.eveonline.com/decode/"}, "bloodlines": {"href": "http://public-crest.eveonline.com/bloodlines/"}, "tournaments": {"href": " http://public-crest.eveonline.com/tournaments/"}, "map": {"href": "http://public-crest.eveonline.com/map/"}, "virtualGoodStore": {"href": "https://vgs-tq.eveonline.com/"}, "serverVersion": "EVE-TRANQUILITY 8.49.848384.848384", "wars": {"href": "http://public-crest.eveonline.com/wars/"}, "incursions": {"href": "http://public-crest.eveonline.com/incursions/"}, "races": {"href": "http://public-crest.eveonline.com/races/"}, "serviceStatus": {"dust": "online", "eve": "online", "server": "online"}, "userCounts": {"dust": 3166, "dust_str": "3166", "eve": 37675, "eve_str": "37675"}, "industry": {"facilities": {"href": "http://public-crest.eveonline.com/industry/facilities/"}, "specialities": {"href": "http://public-crest.eveonline.com/industry/specialities/"}, "teamsInAuction": {"href": "http://public-crest.eveonline.com/industry/teams/auction/"}, "systems": {"href": "http://public-crest.eveonline.com/industry/systems/"}, "teams": {"href": "http://public-crest.eveonline.com/industry/teams/"}}, "clients": {"dust": {" href": "http://public-crest.eveonline.com/roots/dust/"}, "eve": {"href": "http://public-crest.eveonline.com/roots/eve/"}}, "time": {"href": "http://public-crest.eveonline.com/time/"}, "marketTypes": {"href": "http://public-crest.eveonline.com/market/types/"}, "serverName": "TRANQUILITY"} I'm missing the Market History Endpoint here. As you're pushing for clients not to contruct URI's themselves it would be nice to have all of the exposed functionality being reachable from the root.
Yes, that should be the ONE resource that is not restful. It was one of the first I did and I didn't really do it right. :( Plan on fixing that soon.
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Posted - 2014.12.11 09:29:18 -
[169] - Quote
Admittedly one of the main reasons we want to do this is because we have to maintain a separate configuration for both the HTTP and HTTPS version of the service. That sucks and we don't want to.
For your concerns of mobile power consumption: Once Authed CREST is out with actual private data, I hardly see people using Public CREST on mobile. They would be getting private data through Authed CREST. If you are getting private data from Authed CREST it's not worth the added complexity of getting data from both Authed and Public CREST. Add in some basic client side caching, and things should be fine on mobile. Public CREST will mainly be used by... well I am not entirely sure at this point now that Authed CREST is out with a much higher rate limit.
HTTPS shouldn't be any harder to work with these days. I don't know of any added complexity to working with it.
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CCP FoxFour
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Posted - 2014.12.11 13:59:35 -
[170] - Quote
Brian Paignton wrote:Hi, I read this in the Rhea patch notes... Quote:Exposed the ItemCategories, ItemCategory, ItemGroups, ItemGroup, ItemTypes, and ItemType resources for inventory data. These resources are available in public CREST. So I went to https://public-crest.eveonline.com/ which gave me a REST endpoint of https://public-crest.eveonline.com/types/ which can be called. So I tried to access this to get a list of all the items but got the following error... Quote:{ "message": "The route was not found", "key": "routeMissing", "exceptionType": "NotFoundError" } So I then tried going through the industry groups... https://public-crest.eveonline.com/inventory/groups/28/ ... which gave me an new end point of ... https://public-crest.eveonline.com/types/648/ ... but that also gave me the same error about a missing route. Am I doing something wrong or is this data just not available yet? I can lift all of this from the SDE but its way more convenient to get it from CREST if it is going to be available there. Thanks.
Welp. Try now. :)
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Posted - 2014.12.12 11:54:13 -
[171] - Quote
Drailen wrote:Thanks for the reply.
I was looking to try and avoid hardcoded endpoints and rely on whatever the root returned, but it looks like at least non-war killmails and the market history will require fixed code as there is no reference to these that I could find.
The market history stuff will probably be changed to match how the market orders works early next year.
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Posted - 2014.12.13 17:14:22 -
[172] - Quote
Galattico Bontius wrote:Does Thera have a system costIndex? The CREST industry/systems systemCostIndicies endpoint doesn't seem to return Thera.
Interesting... I am away on vacation now so cannot really look into it. I suggest poking @CCP_Nullarbor on twitter and pointing him this way.
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Posted - 2015.01.15 11:49:01 -
[173] - Quote
Aineko Macx wrote:I'm gonna try to elaborate on a few things that I think are suboptimal about the current CREST implementation. Please understand as constructive criticism. Unfortunately atm CREST is not self-describing enough to allow for clients to be developed in a more meta/generic way. There is the OPTIONS call which gives some info about the responses, but lots of knowledge about how to use the individual endpoints ends up having to be hardcoded into the client. Does a certain endpoint require authentication? What scope? Is it available to third party developers at all? What are the necessary/possible request parameters? As an example, we can take a look at the market orders endpoint.
- AFAIK there is no programmatically accessible place that specifies that it should be requested with a "type" parameter with value collected from the market types endpoint, so it has to be hardcoded.
- Why the parameter value can't be the actual typeID is beyond me. Also the current design ends up being inconsistent: The regionID is part of the actual URL, the type href is a param. For consistency it should be either /market/10000002/orders/buy/34/ or /market/orders/buy/?regionID=10000002&typeID=34. Either would have been so much nicer than the current implementation.
- Moreover, the info returned by CREST is misleading: If we do a GET request on it without parameters, the error response says "Both a regionID and typeID is required". The regionID is not a parameter and there is no "typeID" parameter, only "type".
- There is no possibility to query for a single or selected type's market hrefs. You have to get and parse all market type pages. Equally, you can't get a region, alliance or other similar endpoint without going through their respective collection pages first if you adhere to not constructing URLs.
- The result sets are not keyed by ID, you have to traverse potentially all items to their IDs to find a specific one.
- The pagination is silly. Since we cannot query for specific subsets, we will HAVE to query all pages anyway, before searching for the needed item. It only adds complexity and more requests. It should be optional with client specified max page size. Also there's no page index, so fancy things like parallel async CURL get are excluded from the start (unless you construct URLs).
User comfort is no argument for pagination, because there should be a cache in between and 1000 items per page are not user friendly anyway.
- Most cache expiry timers are unnecessarily short.
I have mentioned it before, but for completeness: The lack of OAuth client credential flow is "disturbing", requiring users to get a character-tied refresh token for otherwise public data. CREST market order data has one big downside compared to what it is intended to replace, i.e. scraped data aggregated via EMDR: With EMDR, item market data frequency correlates strongly with actual market activity. Trit in Jita gets frequent updates, obscure items in Feythabolis do not, and the data typically comes in when a user actually interacted with the market, i.e. caused changes. This is completely decoupled with CREST. There is no efficient way of getting the data that actually changed, or the hottest items. One has to scan the whole thing with 1.5 million requests. EMDR achieves the same effect with a fraction of the traffic and load (yes, the EMDR data is incomplete, but hardly in the relevant parts). Unfortunately I don't see an obvious/easy solution for this apart from CCP offering a push service, which is what EMDR is, and completely different from CREST. Since I don't see this happening, the outcome will be that consumers will permanently scan as fast they can until they or CCP runs into load problems.
AFAIK there is no programmatically accessible place that specifies that it should be requested with a "type" parameter with value collected from the market types endpoint, so it has to be hardcoded.
No but this is coming. https://gist.github.com/Regner/f360e9972fbfd05dad7a Each resource will have a section for params.
Why the parameter value can't be the actual typeID is beyond me.
I am hoping to get around to adding that as well. If your application is built only using CREST then often times you don't even have the ID, just a href. So we built it to use those. A lot of third-party devs happen to pull information from the SDE or the old XML API and have typeIDs and it is valid in those cases to want to use them.
Also the current design ends up being inconsistent: The regionID is part of the actual URL, the type href is a param. For consistency it should be either /market/10000002/orders/buy/34/ or /market/orders/buy/?regionID=10000002&typeID=34. Either would have been so much nicer than the current implementation.
Actually this isn't inconsistent at all. Technically if we follow the design pattern /market/10000002/orders/buy/ should return all market buy orders for the region regardless of type. The type parameter is a filter. /market/regionID/orders/buy/orderID is the next step in the URI. /market/regionID/orders/buy/ is also where the post request goes for creating a new buy order. /market/regionID/orders/buy/ is a collection or buy orders, and following RESTful design should, and does just not exposed to third-party devs yet, a way of viewing an individual item from that collection. The parameters should then filter, which is what we have in the above design. The only questionable part of that is the region ID being part of the URI and not a parameter, but that's because of the way our backend works. the market is divided into regions and must be viewed per region, it's not an optional parameter. Again, type should really be optional... that might be the inconsistent part.
Moreover, the info returned by CREST is misleading: If we do a GET request on it without parameters, the error response says "Both a regionID and typeID is required". The regionID is not a parameter and there is no "typeID" parameter, only "type".
Ah, someone made a typo. Thanks for the heads up, I will update that now.
There is no possibility to query for a single or selected type's market hrefs. You have to get and parse all market type pages. Equally, you can't get a region, alliance or other similar endpoint without going through their respective collection pages first if you adhere to not constructing URLs.
Correct, but you can fetch those pages once per runtime of your application, or if your application runs...
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CCP FoxFour
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Posted - 2015.01.21 15:04:33 -
[174] - Quote
https://wiki.eveonline.com/en/wiki/CREST_Libraries
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Posted - 2015.03.25 16:32:54 -
[175] - Quote
Aineko Macx wrote:Seeing that we'll soon have more than one authentication scope, can we please get a data field in the returned data of the OPTIONS call that tells us which scope is required for a certain endpoint?
Why is there nested json encoded data in the OPTIONS call response?
Why is the requested representation ignored? Regardless of the Accept string passed for the representation, the newest version is always returned (you can even pass garbage, with no effect).
1) Maybe, I will look into it. 2) Dunno, didn't create it. 3) For the options call?
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Posted - 2015.05.16 12:26:39 -
[176] - Quote
Gyala Frey wrote:Is there a means of determining the end date of multiple character training slots that have been enabled?
I've crawled through what I believe to be the relevant sections of the API and don't see a node with that information.
I did find where I can check if each character has an active training queue, but nothing that indicates when it ends.
Google: site:https://developers.eveonline.com/ multi character
Result: https://developers.eveonline.com/blog/article/jump-clones-implants-skills-and-more
:)
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Posted - 2015.05.18 09:41:39 -
[177] - Quote
Gyala Frey wrote:CCP FoxFour wrote:Gyala Frey wrote:Is there a means of determining the end date of multiple character training slots that have been enabled?
I've crawled through what I believe to be the relevant sections of the API and don't see a node with that information.
I did find where I can check if each character has an active training queue, but nothing that indicates when it ends. Google: site:https://developers.eveonline.com/ multi character Result: https://developers.eveonline.com/blog/article/jump-clones-implants-skills-and-more :) Thank you so much for the response. It turns out the eZet.EveLib API is bugged for this feature. I got the source and fixed it once I had the Xml reference I needed. Now I can get the data I was looking for!
:D Glad to hear it.
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Posted - 2015.05.21 22:40:29 -
[178] - Quote
Verite Rendition wrote:Hey FoxFour, did you guys make a change to the API servers on the 20th, around 14:00?
Wollari ended up having to tweak DOTLAN after he started getting SSL3_GET_RECORD:wrong version number errors. Not really a huge deal, but just checking in since nothing was announced.
Um... not that I know of... will check tomorrow when back in the office.
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CCP FoxFour
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Posted - 2015.10.29 13:57:25 -
[179] - Quote
Lac Neffera wrote:I found a small omission in public CREST. When i request Market Types i get types with Market Groups and groups have Id. But when i request Market Groups itself then result have no Id. https://public-crest.eveonline.com/market/types/ https://public-crest.eveonline.com/market/groups/ As developer i think every entity must have Key. CREST href is good enough to be unique but it have unlimited length. String like CREST href is bad Key. EVE Static Database has integer keys and Eve internal database must contains keys too. Please provide it to us. Do not make us look key inside href, create individual fields instead, like Market Types. Please also make the keys for parent/children relationships for use as foreign keys.
I have gone ahead and added ID to the following resource:
- /inventory/groups/{groupID}/
- /inventory/groups/
- /types/{typeID}/
- /types/
- /inventory/categories/{categoryID}/
- /inventory/categories/
- /market/types/
- /market/types/{marketTypeID}/
- /market/groups/
- /market/groups/{groupID}/
If you think it should be in any other locations please let me know. This should go out whenever the next release is, not the one on Tuesday next week, to late for that.
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CCP FoxFour
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Posted - 2015.10.29 13:59:51 -
[180] - Quote
And yes this should have happened sooner. Sorry.
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CCP FoxFour
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Posted - 2015.10.29 17:08:57 -
[181] - Quote
I also got the basics of dogma into CREST today. You will be able to call /dogma/attributes/ to get a list of all dogma attributes, /dogma/attributes/{attributeID}/ to get the details for an attribute, and then a type lists all the attributes for it with their value and a link to the attribute information. Cool ****.
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CCP FoxFour
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Posted - 2016.04.08 18:03:41 -
[182] - Quote
We have no intentions at this time to add LP transactions to any of our APIs.
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CCP Tellus
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Posted - 2016.06.04 02:22:03 -
[183] - Quote
Gendo z wrote:The XML API for wallet transaction currently return a empty station name for order in citadel, will this be changed ? It's a known issue. We'll get it fixed soon.
Gendo z wrote:is there a way to get the citadel name from its ID ? Not at the moment, no. |
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CCP FoxFour
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Posted - 2016.06.05 20:27:32 -
[184] - Quote
Bruce Sotken wrote:Will the market orders endpoint be updated to include orders placed in citadels?
With the introduction of offshoring around Jita, there is currently no automated way of getting the highest/lowest orders accurately
Unfortunately no it will not, at least not at this time. :(
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