This page conatins all BinaryPacket.Command-IDs.
|First Packet||Login request||BaseAddress contains the universe id.||The universe wants to take over the universe slot.|
|Player Scores Update||BaseAddress contains the player id. Data contains the 4 scores as 24 bit uint.||The proxy has to supply every player in the universe with the score object.|
|Player Removed||BaseAddress contains the player id.||When this packet is sent, the player has been finally removed from the universe. The session contains the original session the Proxy → Universe packet showed.|
|Heartbeat Event||Nothing.||Will be broadcasted to all users.|
|Event: New Unit||Unit Dependend.||Will be sent when a new unit has been created.|
|Event: Updated Unit||Unit Dependend.||Will be sent when a unit is already known, but updated.|
|Event: Deleted Unit||The Name.||Will be sent when a unit has left the attention area of the player.|
|Event: Controllable Create||ID in SubAddress. Name, Position, Movement, Direction, ScannerStatus, Energy, etc.||Will be pushed, whenever a controllable cas been created.|
|Event: Controllable Structural Update||ID in SubAddress. Maximum Hull, Maximum this, that, etc.||Will be pushed, whenever a structural (=change of maximum values) controllable update is relevant.|
|Event: Controllable Deleted||ID in SubAddress.||Will be pushed, whenever a controllable das been unregistered.|
|Event: Controllable Update||ID in SubAddress. Position, Movement, Direction, ScannerStatus, Energy, etc.||Will be pushed, whenever a status controllable update is relevant.|
|Player Removed||BaseAddress contains the player id.||This only stats the player part process. If the player still has ships around or anything else is preventing the player from beeing dropped the universe may keep the player instance. See |
|New Player||BaseAddress contains the player id.||This is the Join command which doesn't require a further Join confirmation. (Fire and forget.)|
|Query Unit||BaseAddress contains the player id, SubAddress contains the galaxy, Content contains a string naming the unit.||Queries an unit in xml format.|
|Create/Update Unit||BaseAddress contains the player id, SubAddress contains the galaxy, Content contains a string specifying the xml representation.||Creates or updates an unit in xml format.|
|Delete Unit||BaseAddress contains the player id, SubAddress contains the galaxy, Content contains a string naming the unit.||Deletes the specified unit.|
|Check Unit XML||BaseAddress contains the player id, content contains a string specifying the xml representation.||Reformulates Unit XML.|
|Start Viewing||BaseAddress contains the player id, SubAddress contains galaxy.||Starts the admin-live-view of a galaxy.|
|Stop Viewing||BaseAddress contains the player id, SubAddress contains galaxy.||Stopps the admin-liev-view of a galaxy.|
|Query Regions||BaseAddress contains the player id, SubAddress contains the galaxy,||Enumerates all Regions of the universe.|
|Update Region||BaseAddress contains the player id, SubAddress contains the galaxy. Content: See Code.||Updates one region slot.|
|Delete Region||BaseAddress contains the player id, SubAddress contains the galaxy, Helper contains the Region-ID.||Deletes one region slot.|
|Register Ship||Data contains the name.||Registers a new ship.|
|Unregister Ship||SubAddress contains the ID.||De-Registers a existing ship. (await Controllable.Close)|
|Continue Ship||SubAddress contains the ID.||Respawns a ship after death or when newly registered.|
|Set Thrusters||SubAddress contains the ID. Data contains the float to set.||Adds or Removes this value from the rotation.|
|Set Engine||SubAddress contains the ID. Data contains the float to set.||Sets the Engine Value.|
Whenever the Session field is used the proxy will forward the packet to the player specified in the BaseAddress field due to the given callback function. Additionally the proxy keeps track of all opened and forwarded sessions to the universe. The session will be cancelled by sending an exception to the connector, when the universe goes offline.
Additionally, when the command
0xFF is set the response counts as an exception. The same rules as from the binary player protocol apply.
0x08: Sun. No extra parameters.