# EDDN CodexEntry Schema ## Introduction Here we document how to take data from an ED `CodexEntry` Journal Event and properly structure it for sending to EDDN. Please consult [EDDN Schemas README](./README-EDDN-schemas.md) for general documentation for a schema such as this. If you find any discrepancies between what this document says and what is defined in the relevant Schema file, then you should, in the first instance, assume that it is the Schema file that is correct. **PLEASE open [an issue on GitHub](https://github.com/EDCD/EDDN/issues/new/choose) to report any such anomalies you find so that we can check and resolve the discrepancy.** ## Senders The primary data source for this schema is the ED Journal event `CodexEntry`. ### Augmentations #### horizons and odyssey flags Please read [horizons and odyssey flags](../docs/Developers.md#horizons-and-odyssey-flags) in the Developers' documentation. #### StarPos You MUST add a `StarPos` array containing the system co-ordinates from the last `FSDJump`, `CarrierJump`, or `Location` event. **You MUST apply a location cross-check, as per [Other data augmentations](../docs/Developers.md#other-data-augmentations).** #### BodyID and BodyName You SHOULD attempt to track the BodyName and BodyID where the player is and add keys/values for these. You MUST track `BodyName` both from Status.json *and* also from some Journal events in order to cross-check it before using the `BodyID` from Journal events. The following is correct as of game version 4.0.0.801 (Odyssey initial release, Update 7, plus one patch). 1. Record `journal_body_name` and `journal_body_id` from the `BodyName` and `BodyID` values in `ApproachBody` events. This will occur when the player flies below Orbital Cruise altitude around a body. 2. Also record these from `Location` events to cover logging in already there. 3. Unset both `journal_body_name` and `journal_body_id` on `LeaveBody` and `FSDJump` events. Do NOT do so for `SupercruiseEntry`, because a player can enter supercruise below max Orbital Cruise altitude and then come back down without a new `ApproachBody` event occurring. 4. If Status.json has `BodyName` present, record that as `status_body_name`. This key and its value will be present whenever the player comes close enough to a body for the Orbital Cruise/Glide HUD elements to appear. It will disappear again when they fly back above that altitude, or jump away. 5. If Status.json does **not** have `BodyName` then clear `status_body_name`. 6. For a `CodexEntry` event: 1. Only if `status_body_name` is set: 1. Set the EDDN `codexentry` schema message `BodyName` to this value. 2. Check if it matches the `journal_body_name` value, and ONLY if they match, set `BodyID` in the EDDN `codexentry` schema message to the value of `journal_body_id`. If `status_body_name` is not set then you MUST NOT include `BodyName` or `BodyID` keys/values in the EDDN message. If `status_body_name` is set, but does not match with `journal_body_name` then you MUST NOT include a `BodyID` key+value in the EDDN message. For emphasis, in both of these cases you MUST NOT include the keys with a `null`, `''`, or otherwise 'empty' value. Do not include the key(s) at all. One possible issue is binary bodies where you might get an `ApproachBody` for one before descending towards the other, without an additional `ApproachBody` to correct things. An example of this is `Baliscii 7 a` and `Baliscii 7 b`. Approaching one and going below Orbital Cruise altitude will set `journal_body_name` and `journal_body_id` to it, but you can then turn and approach the other without a new `ApproachBody` event, but `status_body_name` will change to the other when you are close enough. In this case due to `status_body_name` and `journal_body_name` not matching the `codexentry` message MUST be sent **without** `BodyID`, but SHOULD be sent with the `status_body_name` value on the `BodyName` key. e.g. for `Bestia A 2 a` ```json "BodyName": "Bestia A 2 a", "BodyID": 15, ``` If you cannot properly obtain the values for `BodyName` or `BodyID` then you MUST NOT include them. ## Listeners As per ['BodyID and BodyName'](#bodyid-and-bodyname) above be aware that you are not guaranteed to receive these values for any given event. Some codex entries will be in space, and thus they aren't even relevant. In other cases it may not have been possible to properly determine both of them. So you might receive any of: 1. Neither `BodyName` nor `BodyID` present in the message, not even the key names. This SHOULD indicate a codex entry object which is not on a body surface. 2. `BodyName` key present with a value, but no `BodyID` key. This SHOULD indicate a codex entry object which is on a body surface, but probably where there is a close-orbiting binary companion which has confused things. 3. Both `BodyName` and `BodyID` keys present, with values. This SHOULD indicate a codex entry object which is on a body surface. Adjust your local processing accordingly.