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Mapping out which requests should have multiple payloads #20
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From 0.35 batch is CheckChallenge, GetHatchedEggs, GetInventory, CheckAwardedBadges, and DownloadSettings + other single message (its always first). But not always :/ Also they started to send GetPlayer&CheckChallenge in batch in initial request But sometimes, batch looks different (it probably depends on how many messages are ready to send in queue and all those can be putted in one batch): |
Watching the request/response patterns, is there any throttling involved? Meaning, does it only send requests every 5 seconds, unless you're trying to capture a Pokémon or something? Also, does capturing a Pokémon send a batch? |
You check the current code for the heartbeat to see when it sends requests. It's based on both time and distance. I don't know about capturing tho. |
Every request (without that initial GetPlayer&CheckChallenge) has batch, so CatchPokemon too. Throttling is maybe only in that MapUpdate, but as ST mentioned, it is done already Update: general throttling is done when servers send status 53 - then client waits for some time and repeats request. |
So, in my refactor, I'm working on queueing and batching, so that we can be efficient with our API calls and not spam Niantic. As @WallyCZ said, most requests also return
GetHatchedEggs, GetInventory, CheckAwardedBadges
, andDownloadSettings
. I need to know which ones specifically do that, and which ones return other payloads. That way I can clean up this code.Thanks!
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