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schemas: Continue expanding on general README
This is pulling in a lot of what's currently in the wiki page, but re-arranging and re-wording it.
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# EDDN Schemas Documentation
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## Introduction
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EDDN is a zermoq service to allow players of the game
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[Elite Dangerous](https://www.elitedangerous.com/),
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published by [Frontier Developments](https://www.frontier.co.uk/), to
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upload game data so that interested listeners can receive a copy.
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EDDN accepts HTTP POST uploads in a defined format representing this game
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data and then passes it on to any interested listeners.
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EDDN is a
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[zermoq](https://zeromq.org/) service to allow players of the game
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[Elite Dangerous](https://www.elitedangerous.com/), published
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by [Frontier Developments](https://www.frontier.co.uk/), to upload game data so
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that interested listeners can receive a copy.
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EDDN accepts HTTP POST uploads in a defined format representing this game data
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and then passes it on to any interested listeners.
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---
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## Sources
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There are two sources of game data, both provided, and approved for use, by
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Frontier Developments, the publisher of the game.
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## Journal Files
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On the PC version of the game "Journal files" are written during any game
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session. These are in newline-delimited JSON format, with each line
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representing a single JSON object. Frontier Developments publishes
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### Journal Files
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On the PC version of the game "Journal files" are written during any game
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session. These are in newline-delimited JSON format, with each line
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representing a single JSON object. Frontier Developments publishes
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documentation for the various events in their
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[Player Tools & API Discussions](https://forums.frontier.co.uk/forums/elite-api-and-tools/)
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forum.
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@ -28,23 +34,161 @@ In general the documentation is made available in a file named something like:
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as both a MicroSoft word `.doc` file, or a `.pdf` file.
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Consult the latest of these for documentation on individual events.
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However, be aware that sometimes the documentation is in error, possibly
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due to not having been updated after a game client change.
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However, be aware that sometimes the documentation is in error, possibly due to
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not having been updated after a game client change.
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## Companion API (CAPI) data
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Historically Frontier Developments provided an API for use by its
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short-lived iOS "Companion" app. Initially this was only meant to be used
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by that app, with no public documentation, or even admission of its existence.
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### Companion API (CAPI) data
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Initially it required being supplied with the email and password as used to
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login to the game (but at least over HTTPS). Eventually they
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[allowed general use of this](https://forums.frontier.co.uk/threads/open-letter-to-frontier-developments.218658/page-19#post-3371472).
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Historically Frontier Developments provided an API for use by its short-lived
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iOS "Companion" app. This was only intended to be used by that app, with no
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public documentation, or even admission of its existence.
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In late 2018 Frontier switched the authentication to using an oAuth2 flow,
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meaning players no longer need to supply their email and password to
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Eventually, after some enterprising players had snooped the connections and
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figured out the login method and endpoints, Frontier Developments
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[allowed general use of this](https://forums.frontier.co.uk/threads/open-letter-to-frontier-developments.218658/page-19#post-3371472)
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.
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Originally the API authentication required being supplied with the email and
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password as used to login to the game (but at least this was over HTTPS).
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In late 2018 Frontier switched the authentication to using an oAuth2 flow,
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meaning players no longer need to supply their email and password to
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third-party sites and clients.
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As of October 2021 there has still never been any official documentation
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about the available endpoints and how they work. There is some
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As of October 2021 there has still never been any official documentation about
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the available endpoints and how they work. There is some
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[third-party documentation](https://github.com/Athanasius/fd-api/blob/main/docs/README.md)
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by Athanasius.
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When using the Companion API please be aware that the server that supplies this
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data sometimes lags behind the game - usually by a few seconds, sometimes by
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minutes. You MUST check in the data from the API that the Cmdr is
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docked (`["commander"]["docked"]` is `True`) and that the station and
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system (`["lastStarport"]["name"]` and `["lastSystem"]["name"]`) match those
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reported from the Journal before using the data for the commodity, outfitting
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and shipyard schemas.
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---
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## Uploading messages
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To upload market data to EDDN, you'll need to make a POST request to the URL:
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* https://eddn.edcd.io:4430/upload/
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### Send only live data to the live schemas
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You MUST NOT send information from any non-live (e.g. alpha or beta)
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version of the game to the main schemas on this URL.
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You MAY send such to this URL so long as you append `/test` to the `$schemaRef`
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value, e.g.
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"$schemaRef": "https://eddn.edcd.io/schemas/shipyard/2/test",
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You can also utilise these test forms of the schemas when first testing your
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code. There might also be a beta.eddn.edcd.io, or dev.eddn.edcd.io, service
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available from time to time as necessary, e.g. for testing new schemas or
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changes to existing ones.
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### Format of uploaded messages
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Each message is a JSON object in utf-8 encoding containing the following
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key+value pairs:
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1. `$schemaRef` - Which schema (and version) this message is for.
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2. `header` - Object containing mandatory information about the upload;
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1. `uploaderID` - a unique ID for the player uploading this data.
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Don't worry about privacy, the EDDN service will hash this with a key
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that is regularly changed so no-one knows who an uploader is in-game.
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2. `softwareName` - an identifier for the software performing the upload.
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3. `softwareVersion` - The version of that software being used.
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Listeners MAY make decisions about whether to utilise the data in any
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message based on the combination of `softwareName` and `softwareVersion`.
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NB: **DO not** add `gatewaytimestamp` yourself. The EDDN Gateway will add
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this and will overwrite any that you provide, so don't bother.
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3. `message` - Object containing the data for this message. Consult the
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relevant README file within this documentation, e.g.
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[codexentry-README.md](./codexentry-README.md). There are some general
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guidelines [below](#contents-of-message).
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For example, a shipyard message, version 2, might look like:
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```JSON
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{
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"$schemaRef": "https://eddn.edcd.io/schemas/shipyard/2",
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"header": {
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"uploaderID": "Bill",
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"softwareName": "My excellent app",
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"softwareVersion": "0.0.1"
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},
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"message": {
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"systemName": "Munfayl",
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"stationName": "Samson",
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"marketId": 128023552,
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"horizons": true,
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"timestamp": "2019-01-08T06:39:43Z",
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"ships": [
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"anaconda",
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"dolphin",
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"eagle",
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"ferdelance",
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"hauler",
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"krait_light",
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"krait_mkii",
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"mamba",
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"python",
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"sidewinder"
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]
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}
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}
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```
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### Contents of `message`
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Each `message` object must have, at bare minimum:
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1. `timestamp` - string date and time in ISO8601 format. Whilst that
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technically allows for any timezone to be cited you SHOULD provide this in
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UTC, aka 'Zulu Time' as in the example above. You MUST ensure that you are
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doing this properly. Do not claim 'Z' whilst actually using a local time
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that is offset from UTC.
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2. One other key/value pair representing the data. In general there will be
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much more than this. Again, consult the
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[schemas and their documentation](./).
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EDDN is intended to transport generic data not specific to any particular Cmdr
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and to reflect the data that a player would see in-game in station services or
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the local map. To that end, uploading applications MUST ensure that messages do
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not contain any Cmdr-specific data (other than "uploaderID" and the "horizons"
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flag). In practice as of E:D 3.3 this means:
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* commodity: Skip commodities with `"categoryname": "NonMarketable"` (i.e.
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Limpets - not purchasable in station market) or `"legality":` *non-empty
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string* (not normally traded at this station market).
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* outfitting: Skip items whose availability depends on the Cmdr's status rather
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than on the station. Namely:
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- Items that aren't weapons/utilities (`Hpt_*`), standard/internal
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modules (`Int_*`) or armour (`*_Armour_*`) (i.e. bobbleheads, decals,
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paintjobs and shipkits).
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- Items that have a non-null `"sku"` property, unless
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it's `"ELITE_HORIZONS_V_PLANETARY_LANDINGS"` (i.e. PowerPlay and tech
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broker items).
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- The `"Int_PlanetApproachSuite"` module (for historical reasons).
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* shipyard: *Include* ships listed in the `"unavailable_list"` property (i.e.
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available at this station, but not to this Cmdr).
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* journal: Strip out `"..._Localised"` properties throughout the data
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structure.
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* journal/Docked: Strip out `"Wanted"`, `"ActiveFine"`, `"CockpitBreach"`
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properties
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* journal/FSDJump: Strip out `"Wanted"`, `"BoostUsed"`, `"FuelLevel"`
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, `"FuelUsed"` and `"JumpDist"` properties.
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* journal/Location: Strip out `"Wanted"`, `"Latitude"` and `"Longitude"`
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properties.
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* journal/Location and journal/FSDJump: strip out `"HappiestSystem"`
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, `"HomeSystem"`, `"MyReputation"` and `"SquadronFaction"` properties within
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the list of `"Factions"`.
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Some of these requirements are also enforced by the schemas, and some things
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the schemas enforce might not be explicitly called out here, so **do**
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check what you're sending against the schema when implementing sending new
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events.
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