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originally posted in:BungieNetPlatform
originally posted in: API Suggestions
5/18/2015 12:48:53 PM
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Hi, I just joined this group, I'm a software developer and I'd love to work with the API. I'd like to echo everyone else's sentiments, thank you for going through the work of making he API available to outside developers! This might be a blue sky request. I'm wondering if you all at bungie would ever consider sending real time player coordinate information through the API? Obviously this assumes that leaving out game maps was a design choice and that you'd be willing to provide that much data continuously through the API service. However, I'm certain that if developers just had the location information, there would be plenty of people who could put the maps together. Thanks again for your time and attention!
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  • I would *love* to do this, however we have technical limitations at this time that would prevent such a feature. However, I have been dreaming about such a feature for a while now - I'm hoping that someday that will become a reality, but it would take a great deal of effort from a number of teams. I don't picture it being something that will come about anytime soon, but I do hold out hope.

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  • It should be possible to provide at least general location information shouldn't it? The game updates the section of the zone I'm in (Archon's Keep, Lord's Watch, etc) as I move around so pinging that info to the servers is much lower overhead than RT coordinates. Even having that data could be super useful for app devs. Even if it was slightly delayed, it would be useful.

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  • The architecture is unfortunately much more complicated than what you may be envisioning. There are a cluster of what we call "world servers" that host "investment-y" information - your inventory, vendors, high-level understanding of what activities you've completed and the state of your character, but only minimal information about what you're currently doing. Then there are "activity host" servers - these have more specific information about what you're doing, and are separate servers in part because they need to interact with the game clients so much more quickly and frequently. There are others at play too. Unfortunately, BNet only connects to that first type of server, the "world servers". World servers have no understanding of nor receive any positional data, much to my chagrin. There is a future where we would like to connect to the other types of servers, but there are significant costs to that: developing the interfaces for them, protecting them from being harmed by BNet traffic (the game must always take precedence over BNet getting at data), making sure BNet always has an understanding of which server it needs to hit in order to get whose information, and then the technical and logistic concerns of getting that information to potentially millions of players through the single BNet pipeline in a timely manner.

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  • What it's not just flipping a switch? ;) What's weird is that I swear there was an app that could do this for Xbox - I always assumed that the app was getting the data from BNet, but apparently not. On the plus side I now have a few guesses as to what's happening with some of my data when I'm moving from activity to orbit ;)

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  • Thanks for the response, completely understand how this might be complicated. I haven't had much time to dig into the API, but I'm looking forward to it. Thanks, keep up the good work!

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  • Just imagine how much bandwidth and processing power that would use.... Every player in the game, in real time. Awesome idea with awesome possibilities, but it's a huge task for sure!

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  • Thanks, and we're looking forward to providing more improvements in the future!

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