And that was a feature request to be able to do so within the game client itself, let alone being visible outside of the game client. At one point a particular developer didn't approve of being able to see the status of bid tickets without visiting different markets. I don't know how keen the developers are for shoppe and stall item prices (presumably for comparison shopping purposes) to be available to players without them being in the in-game world. Some of those third party apps have been getting data which did require an account to be logged into. But Grey Havens (formerly Three Rings Design) policy has restricted third party apps to do this if the data wasn't available through yoweb. Third party apps would prefer not to have to use the game client to get their data. What sort of data are you after which isn't already available through Yoweb? Is it data which wouldn't require logging into an account? That's another reason to avoid wanting access to data requiring logging into an account. It is almost certain that the development staff would want only the game client be able to authenticate with the YPP servers.ĭark Seas at the moment adds all the interesting issues of the Steam client into the mix.
For example inventory in a shoppe, stall, or ship which a pirate has access. If the data being sought without going through the game client requires authentication (because it's specific to a particular player), that would require more careful API design to handle.Įxperimenting with getting data out of the game client is not a waste of time if that data should only be available to a program which has logged into the YPP servers using a particular account. One of the reasons for parsing data from the game client is that it would have access to data for the currently authenticated player. Getting back to the yoweb interface, it only accesses public data available to all players. If it is the latter, then yes, it would be beneficial to have a modified API which doesn't get data with various quirks already in place - this would aid in programmatically grabbing data. If it is the former, then using the same API as the game client would be reasonable - as data could be read pre-client processing. Now I don't know whether the problems are due to how the client structures its internal data after receiving data from the YPP servers, or whether the data received is in some manner oddly structured. There is obviously already the way the game client accesses the YPP servers to get data (one can call this an API).įorculus wrote that he tried some experiments to output data from the client via gson and ran into some problems with circular references. Seemingly simple stuff can end up taking much longer than expected, the development staff don't want to delay higher priority things. That lines up with what Forculus wrote, the issue is finding time in the midst of game changes and feature updates being worked on. I'm looking for an API to pull data directly from YPP servers, this kind of thing isn't normally difficult to implement as it is just pulling data from a database? Contact an OceanMaster for assistance in moving your pirates to your new account. Please discontinue use of your vulgar username and create a new one. Misspelling or mis-spacing words to get around the filter will be treated as swearing and dealt with accordingly.įoul language used outside the chat, for example in pirate names, building news, on the forums or elsewhere is likewise not acceptable. While there is a chat filter present in the game, this does not excuse offensive language or behavior. This includes any racial, sexual, unlawful, religious slurs or other deliberately offensive remarks directed at another player. Using or linking to vulgar, obscene, or offensive language is considered swearing. From the Puzzle Pirates Terms of Service :