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Testing a major revision to CREST

First post First post
Author
Bruce Warhead
Incursion Citadel Network
#21 - 2016-04-06 09:35:29 UTC
Would really like to test this, but sadly can't access https://developers.testeveonline.com it just times out :(
So I gonna ask here, can you invite people into a specific quad using a POST to /characters/{characterID}/fleets/{fleetID}/members/ ? Because that would be really awesome for my current project. ATM I am not even using the igb invite because I can't have people just put in the first squad with a free space.
CCP FoxFour
C C P
C C P Alliance
#22 - 2016-04-06 14:02:17 UTC
Bruce Warhead wrote:
Would really like to test this, but sadly can't access https://developers.testeveonline.com it just times out :(
So I gonna ask here, can you invite people into a specific quad using a POST to /characters/{characterID}/fleets/{fleetID}/members/ ? Because that would be really awesome for my current project. ATM I am not even using the igb invite because I can't have people just put in the first squad with a free space.


Inviting people directly to a squad is not possible right now. I do hope to add that ability.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Rowells
Blackwater USA Inc.
Pandemic Horde
#23 - 2016-04-07 15:16:52 UTC  |  Edited by: Rowells
CCP FoxFour wrote:
Bruce Warhead wrote:
Would really like to test this, but sadly can't access https://developers.testeveonline.com it just times out :(
So I gonna ask here, can you invite people into a specific quad using a POST to /characters/{characterID}/fleets/{fleetID}/members/ ? Because that would be really awesome for my current project. ATM I am not even using the igb invite because I can't have people just put in the first squad with a free space.


Inviting people directly to a squad is not possible right now. I do hope to add that ability.

Will moving people between squads/wings be looked into as well?

Also, does the fleet info (pilot/ship/location) have the same delay as the ingame fleet composition window?
CCP FoxFour
C C P
C C P Alliance
#24 - 2016-04-08 09:31:05 UTC  |  Edited by: CCP FoxFour
Rowells wrote:
CCP FoxFour wrote:
Bruce Warhead wrote:
Would really like to test this, but sadly can't access https://developers.testeveonline.com it just times out :(
So I gonna ask here, can you invite people into a specific quad using a POST to /characters/{characterID}/fleets/{fleetID}/members/ ? Because that would be really awesome for my current project. ATM I am not even using the igb invite because I can't have people just put in the first squad with a free space.


Inviting people directly to a squad is not possible right now. I do hope to add that ability.

Will moving people between squads/wings be looked into as well?

Also, does the fleet info (pilot/ship/location) have the same delay as the ingame fleet composition window?


I just yesterday added the ability to invite directly to a squad or wing and moving people within a fleet.

Yes and no. There are actually a few caching methods involved in fleets. Updates from a solar system only get pushed to the fleet service once every 30 seconds. So while the fleet resource in CREST is only cached for 5 seconds you can expect the location and ship type information to be a bit more delayed. The fleet being cached for 5 seconds though does mean that you should have a fairly up to date expectation about where in the fleet members and such.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Mr Mac
Dark Goliath
#25 - 2016-04-08 14:26:32 UTC
https://api-sisi.testeveonline.com/corporations/npccorps/

description value in unicode characters. Is it normal?
Bruce Warhead
Incursion Citadel Network
#26 - 2016-04-09 15:20:19 UTC
Is there going to be a way to assign the star to some one else?
That would be really neat
Greygal
Redemption Road
Affirmative.
#27 - 2016-04-10 01:56:58 UTC
Will this allow us to create an open-to-all invite to fleet link? I.e., would we be able to build a tool where we create a link, link it in chat, and anyone who clicks it automatically joins the fleet (regardless of standings)?

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CCP FoxFour
C C P
C C P Alliance
#28 - 2016-04-10 08:13:52 UTC
Greygal wrote:
Will this allow us to create an open-to-all invite to fleet link? I.e., would we be able to build a tool where we create a link, link it in chat, and anyone who clicks it automatically joins the fleet (regardless of standings)?



Pretty much.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#29 - 2016-04-10 09:50:47 UTC
CCP FoxFour wrote:
Greygal wrote:
Will this allow us to create an open-to-all invite to fleet link? I.e., would we be able to build a tool where we create a link, link it in chat, and anyone who clicks it automatically joins the fleet (regardless of standings)?



Pretty much.


Single. Best. Fleet. Change. Spectre are going to be happy bunnies.

I hope someone eventually puts this directly into game.
Altrue
Exploration Frontier inc
Tactical-Retreat
#30 - 2016-04-10 11:23:13 UTC
CCP FoxFour wrote:
Greygal wrote:
Will this allow us to create an open-to-all invite to fleet link? I.e., would we be able to build a tool where we create a link, link it in chat, and anyone who clicks it automatically joins the fleet (regardless of standings)?



Pretty much.


WOOOOOOOOOOOO \o/

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Greygal
Redemption Road
Affirmative.
#31 - 2016-04-11 11:55:14 UTC
CCP FoxFour wrote:
Greygal wrote:
Will this allow us to create an open-to-all invite to fleet link? I.e., would we be able to build a tool where we create a link, link it in chat, and anyone who clicks it automatically joins the fleet (regardless of standings)?



Pretty much.


Just drooling, absolutely drooling!

What you do for yourself dies with you, what you do for others is immortal.

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Visit Redemption Road or join mailing list REDEMPTION ROAMS for information

Skadoos
Doomheim
#32 - 2016-04-15 15:04:36 UTC  |  Edited by: Skadoos
I noticed that stargates are a property of /solarsystems/id on SiSi now.

Could you add an attribute containing the ID of the system a stargate leads to? Currently it's only apparent from the "name" attribute what its destination is, e.g. "name": "Stargate (Hedion)" in https://api-sisi.testeveonline.com/stargates/50000621/, and that's a bit clunky.
Jeremy Kamira
#33 - 2016-04-15 22:14:29 UTC  |  Edited by: Jeremy Kamira
Skadoos wrote:
I noticed that stargates are a property of /solarsystems/id on SiSi now.

Could you add an attribute containing the ID of the system a stargate leads to? Currently it's only apparent from the "name" attribute what its destination is, e.g. "name": "Stargate (Hedion)" in https://api-sisi.testeveonline.com/stargates/50000621/, and that's a bit clunky.

You could always import a list of all the solar system ids/names and do a vlookup.







Also, would it be possible to implement the Concord LP Conversion rate in CREST? Since we can now see the LP Stores and everything it might make a bit of sense. Maybe in the https://api-sisi.testeveonline.com/corporations/npccorps/ or the https://api-sisi.testeveonline.com/corporations/1000026/loyaltystore/ pages?
Messenger Of Truth
Butlerian Crusade
#34 - 2016-04-18 17:02:41 UTC
I would like to see the skins store via the API at some point.

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Jeremy Kamira
#35 - 2016-04-25 10:21:33 UTC  |  Edited by: Jeremy Kamira
I am encountering a minor issue/inconsistency. I'm using a outdated JSON script in sheets to import the data so it is a bit more annoying for me.

So i am currently looking at the crest endpoint here.

https://api-sisi.testeveonline.com/corporations/1000046/loyaltystore/

Currently the "average" order for every single entry (on this particular page) is like this

"iskCost":
"lpCost_str":
"iskCost_str":
"requiredItems": [edited out],
"item": {edited out}
"quantity_str":
"lpCost":
"quantity":

But for some reason, the "Republic Fleet Ballistic Control System Blueprint" (Line 4930), and a few others in this specific store, are all special snowflakes, and they look like this.

"iskCost":
"lpCost_str":
"iskCost_str":,
"akCost": 0,
"quantity_str": "5",
"requiredItems": [edited out],
"item": {edited out },
"akCost_str":,
"lpCost":
"quantity":

Not only is it showing the ak cost as well (From looking over some more data, it looks like it should only be showing the ak cost if the value is greater then 0), It's also showing things out of order, like the "quantity_str": above the "requiredItems": array, when compared to the majority of the other entries in the CREST. And because of this, it is causing my spreadsheet to not parse it correctly. I found a fix, but it seems like a bug to me.
Pete Butcher
The Scope
Gallente Federation
#36 - 2016-04-25 10:34:10 UTC
You shouldn't rely on the order of items in an unordered container, which a JSON object is.

http://evernus.com - the ultimate multiplatform EVE trade tool + nullsec Alliance Market tool

CCP FoxFour
C C P
C C P Alliance
#37 - 2016-04-25 11:41:42 UTC
Jeremy Kamira wrote:
I am encountering a minor issue/inconsistency. I'm using a outdated JSON script in sheets to import the data so it is a bit more annoying for me.

So i am currently looking at the crest endpoint here.

https://api-sisi.testeveonline.com/corporations/1000046/loyaltystore/

Currently the "average" order for every single entry (on this particular page) is like this

"iskCost":
"lpCost_str":
"iskCost_str":
"requiredItems": [edited out],
"item": {edited out}
"quantity_str":
"lpCost":
"quantity":

But for some reason, the "Republic Fleet Ballistic Control System Blueprint" (Line 4930), and a few others in this specific store, are all special snowflakes, and they look like this.

"iskCost":
"lpCost_str":
"iskCost_str":,
"akCost": 0,
"quantity_str": "5",
"requiredItems": [edited out],
"item": {edited out },
"akCost_str":,
"lpCost":
"quantity":

Not only is it showing the ak cost as well (From looking over some more data, it looks like it should only be showing the ak cost if the value is greater then 0), It's also showing things out of order, like the "quantity_str": above the "requiredItems": array, when compared to the majority of the other entries in the CREST. And because of this, it is causing my spreadsheet to not parse it correctly. I found a fix, but it seems like a bug to me.


I have no idea why the ordering would be different, but as Pete pointed out in no way should you be relying on the ordering of items in a JSON dictionary. The added akCost probably just means the item has an AK cost of 0 authored while the others just don't have anything authored.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Aineko Macx
#38 - 2016-04-25 17:29:25 UTC
Reposting as there has been no reaction in the other thread:
Since around the 17th CREST performance for market orders and history has been atrocious for rarely traded items in less active regions. So slow in fact, that it is not possible to do a full eve-wide market scan in a 24h period. Is this possibly related to upcoming changes?
CCP FoxFour
C C P
C C P Alliance
#39 - 2016-04-25 21:50:14 UTC
Aineko Macx wrote:
Reposting as there has been no reaction in the other thread:
Since around the 17th CREST performance for market orders and history has been atrocious for rarely traded items in less active regions. So slow in fact, that it is not possible to do a full eve-wide market scan in a 24h period. Is this possibly related to upcoming changes?


At this point I am not going to even look at it until after the deployment on Wednesday. Let me know how things look after that

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Aineko Macx
#40 - 2016-04-27 16:20:32 UTC
CREST is currently throwing massive amounts of 500 errors. Also the market history and order endpoints continue to be extremely slow as described.