<PLAYER ID='id' TYPE='type' TABLE='table' PERMS='perms' LAG='lag' WINS='wins' LOSSES='losses' TIES='ties' FORFEITS='forfeits' RATING='rating' RANKING='rating' HIGHSCORE='highscore'/> | ||
Data | Type | Example |
ID | string | Grubby |
TYPE | string | guest |
TABLE | int | -1 |
PERMS | int/hex | 0x0000000F |
LAG | int | 1 |
WINS | int | 7 |
LOSSES | int | 3 |
TIES | int | 1 |
RATING | int | 1500 |
RANKING | int | 3 |
HIGHSCORE | long | 49807 |
List entry containing the description of one player
Unique identifier of this player
Player type (can be 'guest', 'normal', 'admin' or 'bot')
ID number of table at which player is "sitting"; -1 or not present if the player is not at a table.
Player permission set - an integer bitfield giving which permissions the player has, according to the enumeration in ggz_common.h.
Lag value of the player, which ranges from zero (ideal connection) to five (slow connection).
The number of wins the player has. This will be a non-negative integer, if present. It will not be present if the player has no stats of this type (for whatever reason). WINS, LOSSES, TIES, and FORFEITS will all be either present or not present (as a group).
The number of losses the player has - a non-negative integer. See WINS.
The number of ties the player has - a non-negative integer. See WINS.
The number of forfeits (abandoned games) the player has - a non-negative integer. See WINS.
If present, it represents the player's rating. This is generally done on an ELO scale, although the parameters may differ from those used for Chess. It will not be given if the player has no rating.
If present, provides the absolute ranking of the player. This will be a positive integer. It will not be given if the player has no ranking.
If present, provides the highest score the player has achieved at the current game. It will not be given if there is no available highscore for this player.
The PLAYER is contained in a list sent from the server to the client in response to LIST request tag of type 'player'. It may also be contained within the UPDATE tag send from the server when player information changes. If sent as part of a LIST then the information will be complete - and any omissions are intentional. If sent as part of an UPDATE then only some attributes will be present.