1.9 KiB
Server Developers
Requests are sent after the game client authenticates with the server.
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; }
}