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EVE API and Public CREST discussion

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CCP FoxFour
C C P
C C P Alliance
#41 - 2014-03-27 22:43:53 UTC
Desmont McCallock wrote:
Idea: Notification Ref Type Name
Description: Notifications endpoint returns a typeID that refers to what type the notification is. Until now we are relying on user input to 'decipher' the ID to a name (the list can be found at http://wiki.eve-id.net/APIv2_Char_Notifications_XML). It would be great if the returned data includes also the 'typeName'.


/me facepalms

Those are NOT typeIDs and should NOT be called typeIDs... but I cannot change that... ARG! I don't know if I actually have a way to easily get those strings, but I will take a look. :/

@CCP_FoxFour // Technical Designer // Team Tech Co

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krickettt
The Kronos Ritual
#42 - 2014-03-30 05:44:37 UTC
I'm not sure if this has been brought up before or if there is a current way to access this (haven't been able to find anything through my searching)...

Idea: Access to the API key Name
Description: When you create an API key, you have to name the key. I would like to be able to access that name in the same way that we can currently access accessMask, type, and expires through /account/APIKeyInfo.xml.aspx
Jess Technite
Almost Absolute
#43 - 2014-03-31 15:31:01 UTC
Zifrian wrote:
Idea: Update that AssetList.xml API to return material level and production level for blueprints in assets.

Description: Many industry applications, asset tracking programs and personal spreadsheets query blueprints but no information is provided on the attributes of the blueprint to use for production calculations - thus, requiring manual updates. Furthermore, the in game copy and paste functionality is more cumbersome than typical asset copy/paste as it also does not contain this information unless opening a new window through the industry interface. Other than manually updating info or the cut/paste method, the only other way to get bp data is to pull from the industry jobs API, which isn't complete and becomes almost useless when using corp pos labs because all jobs are corp and not personal.

Alternative to the above idea:

Idea: Add a new API for blueprint only data.

Description: The asset API does what it says, it provides information on assets, which include blueprints. However, updating the assets API for blueprints doesn't fit because all assets do not have bp type attributes. Since blueprints in game are managed through the industry interface, it makes more sense to repeat the blueprint information contained there in its own API instead of altering the asset API. Furthermore, given the issues with changing information to show different icons for bp copies, any update to the AssetList API May be a bridge too far to cross. This change would provide a mirror to in game data and also solve the problems stated above wrt bp dat in third party apps.


I agree with this feature (the first one). In adittion, I would like to have some way for cache scrapping of the contracts, same that with Market data. And even a feature to search for blueprints (in Market and Contracts) that you can manufacture with your current skills.

OK, I stop, I'm demanding too much :P
Huang Mo
Tianxia Inc
#44 - 2014-04-01 18:06:18 UTC  |  Edited by: Huang Mo
Idea: Include items from courier contracts in /char/ContractItems.xml.aspx
Description: Currently only items from exchange contracts are included. If you query a courier contract the response is empty
Lluerssen
Viziam
Amarr Empire
#45 - 2014-04-10 01:53:48 UTC
source: https://forums.eveonline.com/default.aspx?g=posts&m=4454173

Idea: Add all endpoints to /api/Calllist
Description: Including ContractItems, ContractBids & other endpoins (MailBodies is inside it -.-)

idea: Add cache types to /api/Calllist
Description: No more handwork for us :)
Example:

row cache="short" accessMask="134217728" type="Character" name="Locations" groupID="3" description="..."
row cache="long" accessMask="67108864" type="Character" name="Contracts" groupID="3" description="..."
row cache="long" accessMask="33554432" type="Character" name="AccountStatus" groupID="3" description="..."
row cache="mShort" accessMask="16777216" type="Character" name="CharacterInfo" groupID="3" description="..."
row cache="mShort" accessMask="8388608" type="Character" name="CharacterInfo" groupID="4" description="..."
row cache="short" accessMask="4194304" type="Character" name="WalletTransactions" groupID="1" description="..."

Sister of EvE: http://SisterOfEvE.ru/ Loot History Analyzer: http://SisterOfEvE.ru/loot_history/

Desmont McCallock
#46 - 2014-04-10 19:16:03 UTC  |  Edited by: Desmont McCallock
Lluerssen wrote:
source: https://forums.eveonline.com/default.aspx?g=posts&m=4454173

Idea: Add all endpoints to /api/Calllist
Description: Including ContractItems, ContractBids & other endpoins (MailBodies is inside it -.-)

idea: Add cache types to /api/Calllist
Description: No more handwork for us :)
Example:

row cache="short" accessMask="134217728" type="Character" name="Locations" groupID="3" description="..."
row cache="long" accessMask="67108864" type="Character" name="Contracts" groupID="3" description="..."
row cache="long" accessMask="33554432" type="Character" name="AccountStatus" groupID="3" description="..."
row cache="mShort" accessMask="16777216" type="Character" name="CharacterInfo" groupID="3" description="..."
row cache="mShort" accessMask="8388608" type="Character" name="CharacterInfo" groupID="4" description="..."
row cache="short" accessMask="4194304" type="Character" name="WalletTransactions" groupID="1" description="..."

No please, these calls don't need to have an accessmask, as they are helper calls (subcalls). If I was CCP FoxFour I would remove access mask for MailBodies and NotificationText instead.
Verite Rendition
F.R.E.E. Explorer
#47 - 2014-04-12 23:51:22 UTC  |  Edited by: Verite Rendition
Wollari wrote:

[indizies]
military/strategic/industry indizies of nullsec systems. To not increase the already huge file of the Sovereignty API you could add an additional api just for the indizies only (solarSystemID + 3x indizies) otherwise combine them (which will make the api call just bigger). It depends on what works better for you and the cache/api system.
I would like to reiterate support for Wollari's request for indices.

If the system indices were available via API, I would be able to use that information to better draw the influence and coalition maps. That information would allow me to better determine what systems are lived in/utilized, and therefore better weight the influence of systems in my calculations.

This is information that has been available via the in-game maps for years, but sadly has never been in the API.

Though I think it may be better to have the indices all together, as opposed to a call for each system. Otherwise I don't think you'd like the ~2500 calls it would take to update the map each morning.Shocked
CCP FoxFour
C C P
C C P Alliance
#48 - 2014-04-13 10:39:20 UTC
I will have a chat with the design department and see how they feel about these being added.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

CCP FoxFour
C C P
C C P Alliance
#49 - 2014-04-14 14:26:05 UTC  |  Edited by: CCP FoxFour
Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?)

So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update.

When thinking about PI however and what you want access to there are a few things:

  1. When do my PI extractor jobs expire expire
  2. How full/empty are all of my things


So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much...

As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later.

All of the following endpoints require the characters API key to have access to the asset list.

/char/PlanetaryColonies
/char/PlanetaryPins
/char/PlanetaryLinks
/char/PlanetaryRoutes

All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.

Sample returns:
http://pastebin.com/ZTmSFZu1

I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Querns
Science and Trade Institute
Caldari State
#50 - 2014-04-14 15:12:30 UTC
CCP FoxFour wrote:
Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?)

So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update.

When thinking about PI however and what you want access to there are a few things:

  1. When do my PI extractor jobs expire expire
  2. How full/empty are all of my things


So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much...

As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later.

All of the following endpoints require the characters API key to have access to the asset list.

/char/PlanetaryColonies
/char/PlanetaryPins
/char/PlanetaryLinks
/char/PlanetaryRoutes

All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.

Sample returns:
http://pastebin.com/ZTmSFZu1

I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P

This is very exciting news. I'm glad you guys are willing to take a stab at it, given how bleak the prospects looked for a Planetary Interaction API.

Being able to tell how full launchpads, etc are would be very useful. However, maybe we can work backwards a bit -- would it be easier to expose an event log for launchpads, silos, command centers, and maybe even a customs office, detailing when things were added or removed by the user? If we had an idea of when these were changed manually, and perhaps the amount and types of items that were being moved, we could probably work backwards in the code ourselves to get a decent idea of how full a given pin is at any given time.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Two step
Aperture Harmonics
#51 - 2014-04-14 15:17:03 UTC
CCP FoxFour wrote:
Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?)

So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update.

When thinking about PI however and what you want access to there are a few things:

  1. When do my PI extractor jobs expire expire
  2. How full/empty are all of my things


So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much...

As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later.

All of the following endpoints require the characters API key to have access to the asset list.

/char/PlanetaryColonies
/char/PlanetaryPins
/char/PlanetaryLinks
/char/PlanetaryRoutes

All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.

Sample returns:
http://pastebin.com/ZTmSFZu1

I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P


Suggestions:
1) Add position of pins
2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full
3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P
4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal.
5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route?

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

CCP FoxFour
C C P
C C P Alliance
#52 - 2014-04-14 15:19:35 UTC
Two step wrote:
CCP FoxFour wrote:
Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?)

So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update.

When thinking about PI however and what you want access to there are a few things:

  1. When do my PI extractor jobs expire expire
  2. How full/empty are all of my things


So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much...

As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later.

All of the following endpoints require the characters API key to have access to the asset list.

/char/PlanetaryColonies
/char/PlanetaryPins
/char/PlanetaryLinks
/char/PlanetaryRoutes

All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.

Sample returns:
http://pastebin.com/ZTmSFZu1

I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P


Suggestions:
1) Add position of pins
2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full
3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P
4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal.
5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route?



  1. You are not the first to ask, so OK but not sure what you guys will do with them.
  2. Will continue looking.
  3. Will consider removing that.
  4. /me shrugs, thats where it is. I could do another join and add it to the pins as well... but thats going to be blank for most.
  5. Waypoints are pins, so yea seems so.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Querns
Science and Trade Institute
Caldari State
#53 - 2014-04-14 15:38:46 UTC
CCP FoxFour wrote:
You are not the first to ask, so OK but not sure what you guys will do with them.

With the locations of the pins, we can render pretty images of them. That's about all the locations are useful for since each player's hotspots are salted anyways. If it's easy to expose, it'd be fun to have.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Querns
Science and Trade Institute
Caldari State
#54 - 2014-04-14 16:31:57 UTC  |  Edited by: Querns
Another couple of requests:

* Can the Extractor Control Unit (ECU) expose what material it is extracting? If this is too difficult, we can work backwards from the route API and guess what is being extracted, but if it's easy to expose for the ECU itself, it'd be nice and would allow us to avoid the routes call if we aren't actually interested in the route info.
* Can the ECU expose how many extractor heads it has deployed?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

CCP FoxFour
C C P
C C P Alliance
#55 - 2014-04-14 16:33:45 UTC
Querns wrote:
Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit?


If you guys think thats of use...

I couldn't figure out what you would use that for.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Querns
Science and Trade Institute
Caldari State
#56 - 2014-04-14 16:36:15 UTC
CCP FoxFour wrote:
Querns wrote:
Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit?


If you guys think thats of use...

I couldn't figure out what you would use that for.

It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

CCP FoxFour
C C P
C C P Alliance
#57 - 2014-04-14 16:43:19 UTC
Querns wrote:
CCP FoxFour wrote:
Querns wrote:
Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit?


If you guys think thats of use...

I couldn't figure out what you would use that for.

It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating.


Will take your word, I don't know PI well enough.

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Querns
Science and Trade Institute
Caldari State
#58 - 2014-04-14 16:48:38 UTC
CCP FoxFour wrote:
Querns wrote:
CCP FoxFour wrote:
Querns wrote:
Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit?


If you guys think thats of use...

I couldn't figure out what you would use that for.

It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating.


Will take your word, I don't know PI well enough.

Thanks. This should be useful. :)

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Verite Rendition
F.R.E.E. Explorer
#59 - 2014-04-14 23:17:28 UTC
CCP FoxFour wrote:
I will have a chat with the design department and see how they feel about these being added.
Thank you, FoxFour.Smile
CCP FoxFour
C C P
C C P Alliance
#60 - 2014-04-15 13:13:42 UTC
Added long lat to pins, added what I *THINK* is quantity to pins (this should be an interesting one), but have not added ECU heads sorry. Will hopefully do that later.

@CCP_FoxFour // Technical Designer // Team Tech Co

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