| Contents | Transport layer | Packet format | Application Protocol | Let's write a server |
eventlogeventlog.write<call ...> <eventlog method="write"> <retrycnt __type="u32" /> <data> <eventid __type="str" /> <eventorder __type="s32" /> <pcbtime __type="u64" /> <gamesession __type="s64" /> <strdata1 __type="str" /> <strdata2 __type="str" /> <numdata1 __type="s64" /> <numdata2 __type="s64" /> <locationid __type="str" /> </data> </eventlog> </call>
Event ID list:
S_INIT: initT_OTDEMOS_TEST: test modeS_ERROR: errorG_GAMEST: game startG_GAMEED: game endT_*: transitionE_*: event dataS_PWRONS_IPADDRG_GOINING_SVPUSHG_CARDG_CARDIQG_CARDAG_CARDBMG_CARDBCG_CARDEEG_CARDSTG_CARDEDG_ECRDOQG_ECRDAG_ECRDBMG_ECRDBCG_ECRDEEG_ECRDSTG_ECRDEDS_CRUSHG_DEMOSTG_DEMOSPG_DEMOEDG_ITEMSTG_ITEMEDG_EVENTG_LOADG_INHERIG_SAVEG_ESAVEG_XRPCPXG_MATREQG_MATRESG_RANKG_SCRANKS_UPDATEG_EXCOING_PITMSTG_PITMEDG_DONASTG_DONAEDG_PCKING_PCKOUT<response> <eventlog status="status"> <gamesession __type="s64" /> <logsendflg __type="s32" /> <logerrlevel __type="s32" /> <evtidnosendflg __type="s32" /> </eventlog> </response>