225 lines
7.9 KiB
HTML
225 lines
7.9 KiB
HTML
{% extends "konami.html" %}
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{% block title %}Application protocol{% endblock %}
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{% block body %}
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<h1>Application Protocol</h1>
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<p>As the previous pages have eluded to (you <i>did</i> read them, didn't you?), eAmuse uses HTTP as its main way of
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getting data around. This means we need an HTTP server running but, as we'll see, we don't need to think too
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hard about that.</p>
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<p>Every request made is a <code>POST</code> request, to <code>//<model>/<module>/<method></code>,
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with its body being encoded data as described in the previous sections. This behaviour can be altered using the
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<code>url_slash</code> flag in <code>ea3-config.xml</code>. Disabling this switches to using
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<code>/?model=...&module=...&method=...</code> for requests instead. Make sure to implement both of these if
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implementing a server!
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</p>
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<p>Every request is followed immediately by a response. Any response code other than <code>200</code> is considered
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a failure.</p>
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<details>
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<summary>Source code details</summary>
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<figure>
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<img src="images/200_only.png">
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<figcaption><code>libavs-win32-ea3.dll:0x1000f8e7</code></figcaption>
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</figure>
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</details>
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<p>All requests follow a basic format:</p>
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<pre>{% highlight "cxml" %}<call model="??model" srcid="??srcid" tag="??tag">
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<??module method="??method" ...attributes>
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...children
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</??module>
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</call>{% endhighlight %}</pre>
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<p>The responses follow a similar format:</p>
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<pre>{% highlight "cxml" %}<response fault*="...">
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<??module status="??status" fault*="..." ...attributes>
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...children
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</??module>
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</response>{% endhighlight %}</pre>
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<p>With <code>"0"</code> being a successful status. Convention is to identify a specific method as
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<code><i>module</i>.<i>method</i></code>, and we'll be following this convention in this document too. There are
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a <i>lot</i> of possible methods, so the majority of this document is a big reference for them all. There are a
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number of generic methods, and a number of game specific ones. If you haven't clocked yet, I've been working on
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an SDVX 4 build for most of these pages, and each game also comes with its own set of game-specific methods.
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These methods are sometimes namespaced tidily, and in other cases are strewn all over the place. Namespaces I'm
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currently aware of are listed below. Note that <code>game.*</code> is used by many games, and has identically named
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methods within the <code>game</code> module. Expect to need to filter based on model code for this one.
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</p>
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<table>
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<tr>
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<td><code>game.*</code></td>
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<td>Sound Voltex I</td>
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</tr>
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<tr>
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<td><code>game.sv4_*</code></td>
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<td>Sound Voltex IV</td>
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</tr>
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<tr>
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<td><code>game.sv5_*</code></td>
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<td>Sound Voltex V</td>
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</tr>
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<tr>
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<td><code>game.sv6_*</code></td>
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<td>Sound Voltex VI</td>
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</tr>
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<tr>
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<td><code>exchain_*</code></td>
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<td>GITADORA EXCHAIN</td>
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</tr>
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<tr>
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<td><code>matixx_*</code></td>
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<td>GITADORA Matixx</td>
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</tr>
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<tr>
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<td><code>nextage_*</code></td>
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<td>GITADORA NEXTAGE</td>
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</tr>
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<tr>
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<td><code>op2_*</code></td>
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<td>Nostalgia Op.2</td>
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</tr>
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<tr>
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<td><code>game.*</code>, <code>playerdata.*</code></td>
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<td>Pop'n Music</td>
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</tr>
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<tr>
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<td><code>game.*</code></td>
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<td>HELLO! POP'N MUSIC</td>
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</tr>
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<tr>
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<td><code>info22.*</code>, <code>player22.*</code></td>
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<td>Pop'n Music 22 (Lapistoria)</td>
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</tr>
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<tr>
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<td><code>info23.*</code>, <code>player23.*</code></td>
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<td>Pop'n Music 23 (éclale)</td>
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</tr>
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<tr>
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<td><code>info24.*</code>, <code>player24.*</code></td>
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<td>Pop'n Music 24 (Usagi to Neko to Shounen no Yume)</td>
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</tr>
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<tr>
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<td><code>game_3.*</code></td>
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<td>Museca</td>
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</tr>
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<tr>
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<td><code>info2.*</code>, <code>player2.*</code></td>
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<td>BeatStream</td>
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</tr>
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</table>
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<p>Paths in the XML bodies are formatted using an XPath-like syntax. That is, <code>status@/response</code> gets the
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<code>status</code> attribute from <code>response</code>, and <code>response/eacoin/sequence</code> would return
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that node's value.
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</p>
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<p><b>NOTE:</b> I am using the non-standard notation of <code><node* ...</code> and
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<code><node attr*="" ...</code> to indicate that an attribute or node is not always present! Additionally, I
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am going to use the notation of <code><node[]></code> to indicate that a node repeats.
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</p>
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<table>
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<thead>
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<tr>
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<td>Status</td>
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<td>Meaning</td>
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</tr>
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</thead>
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<tr>
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<td><code>0</code></td>
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<td>Success</td>
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</tr>
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<tr>
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<td><code>109</code></td>
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<td>No profile</td>
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</tr>
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<tr>
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<td><code>110</code></td>
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<td>Not allowed</td>
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</tr>
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<tr>
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<td><code>112</code></td>
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<td>Card not found (<code>cardmng.inquire</code>)</td>
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</tr>
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<tr>
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<td><code>116</code></td>
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<td>Card pin invalid (<code>cardmng.authpass</code>)</td>
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</tr>
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</table>
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<details>
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<summary>How to reverse engineer these calls</summary>
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<p>Turns out bemani have been quite sensible in how they implemented their code for creating structures, so it's
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rather readable. That said, if you've been using Ghidra (like me!), this is the time to switch to IDA. I'll
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let the below screenshots below speak for themselves:
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</p>
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<details>
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<summary>Ghidra</summary>
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<img src="images/eventlog_ghidra.png">
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<img src="images/matching_request_ghidra.png">
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</details>
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<details>
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<summary>IDA Pro</summary>
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<img src="images/eventlog_ida.png">
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<img src="images/matching_request_ida.png">
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</details>
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<p>I know which of these I'd rather use for reverse engineering (sorry, Ghidra)!</p>
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</details>
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<h2>Service URLs</h2>
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<p>By design, different modules call to different service endpoints. This is totally optional (all endpoints can be set
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to the same value) however it can also be leveraged to simplify deployment. The first request any game makes when
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starting is <code>services.get</code>, which is made to the service URL configured in the ea3 configuration. The
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response to this request returns a list of endpoints and their corresponding URLs.</p>
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<p>Notably, the <code>services.get</code> request contains everything required to identify a game, so it may be
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beneficial to route different games to different URLs (where appropriate).</p>
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<p>The endpoint names <b>are not</b> the same as module names. Many are, but similarly, many aren't.</p>
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<table>
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<thead>
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<tr>
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<td>Endpoint</td>
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<td>Modules serviced</td>
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</tr>
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</thead>
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<tr>
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<td><code>lobby</code></td>
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<td></td>
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</tr>
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<tr>
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<td><code>lobby2</code></td>
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<td></td>
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</tr>
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<tr>
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<td><code>local</code></td>
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<td><code>eventlog</code>, <code>game_3</code></td>
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</tr>
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<tr>
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<td><code>local2</code></td>
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<td><code>eventlog</code>, <code>playerdata</code>, <code>matching</code>, <code>system</code>,
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<code>esoc</code>, <code>game</code>
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</td>
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</tr>
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<tr>
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<td><code>globby</code></td>
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<td></td>
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</tr>
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<tr>
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<td><code>pkglist</code></td>
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<td></td>
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</tr>
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<tr>
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<td><code>posevent</code></td>
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<td></td>
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</tr>
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<tr>
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<td><code>netlog</code></td>
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<td></td>
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</tr>
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</table>
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<p>Modules not listed can be assumed to be served by the endpoint of the same name. <b>This table is very
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incomplete.</b></p>
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<h2>Possible XRPC requests</h2>
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<p>Of which properly documented:<br> - <code>cardmng</code></p>
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{{ generate_xrpc_list()|safe }}
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{% endblock %} |