Closed S0PEX closed 3 years ago
You have to listen for the ESO messages:
You the have a type_id
and object_data
. You use type_id
to determine to correct protobuf message. Then use that to de-serialize object_data
. The ESOMsg
tells the action, such create, update, destroy, etc.
Since this is in a way shared state, you have to keep it around, and update it when message come in. You cannot change the values directly. Account data, lobbies, parties, inventory is handled like that
Thanks for the info.
Hey,
I am currently working on this functionality of retrieving CSOEconGameAccountClient in my C# library and can't figure out how CSOEconGameAccountClient is received. If I understood correctly the coordinator sends the message
k_ESOMsg_Update(22)
ork_ESOMsg_UpdateMultiple(26)
then this message is parsed and the types are checked based on thecs.socache.ESOType
if this type equalscs.socache.ESOType.CSOEconGameAccountClient
then the protoCSOEconGameAccountClient
is parsed. I am currently now understanding where this payload and type is located. Would it be possible that you guys could give me a brief overview how I would intercept theCSOEconGameAccountClient
message ?My understanding is that after the player played a game or logs in the
k_ESOMsg_
are send where one contains theCSOEconGameAccountClient
message but none if the protos contains theCSOEconGameAccountClient
as a field so I am currently not sure how u are obtaining it.Regards Artur