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undead-universal-patch-il2cpp/SERVERS.md
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Server Developers

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Requests are sent after any of these events:

  • Nameserver response
  • Authentication response
  • Local account fetch response

Endpoints

API: GET "/api/undead/v1/emotes"

Expects: List<EmoteConfigDTO> (to DTO)

Replace existing emotes in the game with these, keyed by UniqueName.

See the source for more information.

API: GET "/api/undead/v1/photon"

Expects: PhotonConfigDTO (to DTO)

The patch uses a Photon configuration given by the server.
When this fails, the patch will fall back to the local config, if enabled.

ConnectionProtocol is 0 for UDP, or 1 for TCP. Use UDP if you don't know what to use.
ServerAddress, ServerPort, and ConnectionProtocol are ignored when SelfHosted is enabled.

When using a self-hosted server, ideally, you should set the AppID and VoiceAppID to the name
of your application, e.g. Master when using the port for a default Masterserver.
Voice will go over the same gameserver port as PUN does when selfhosting.

See the source for more information.

DTOs

EmoteConfigDTO

public class EmoteConfigDTO
{
    public string UniqueName { get; set; }
    public string NewText { get; set; }
    public string RoomChatText { get; set; }
    public string FacialExpression { get; set; }
    public bool ForceEmoteBubble { get; set; }
    public bool OnlyBroadcastToTeam { get; set; }
}

PhotonConfigDTO

public class PhotonConfigDTO
{
    public bool Logging { get; set; }
    public string AppID { get; set; }
    public string VoiceAppID { get; set; }
    public bool SelfHosted { get; set; }
    public string ServerAddress { get; set; }
    public int ServerPort { get; set; }
    public byte ConnectionProtocol { get; set; }
}