The client should reload
Updates the list of bots that are connected and ready to the server
Message to inform the client of an active game, or a change to an existing game
An automatch request was canceled
An automatch request is active
An automatch request was started
User(s) joined a chat channel
Chat message was received
The channel
Optional
country?: stringCountry the user is from
User id of the sender
The message received
Optional
i?: stringMessage id. This is always set for non system messages.
Message text
Timestamp of the message
True if the user is a professional
Ranking of the sender
Optional
system?: trueWhether it's a system message or not
Optional
system_UI class of the sender
Username of the sender
A chat message should be removed from the display
The channel
Message id. Note, despite the name, I don't think this is always a uuid in uuid format, just treat it as a string.
User left a chat channel
Channel topic was updated
The channel
Optional
country?: stringCountry of the user that changed the topic
User id of the user that changed the topic
If the user that changed the topic was a professional
Ranking of the user that changed the topic
Timestamp (ms) of the topic change
The new topic
UI class of the user that changed the topic
Username of the user that changed the topic
A user's profile was updated
The channel
Player id entry that was update. This might change in the case of a guest logging in, in this case this will switch from being a negative (guest) id, to some positive id. It is not expected that a non guest id should change using this system.
New user details
Informs the client the player is scheduled to resign if not cleared
When the auto resign will happen
The game id
The player id
A game chat message
Game chat lines should be removed
The chat ids
The game id
The auto resign for the given player has been cleared
The game id
The player id
Game clock update
Update the conditional moves currently active
The conditional moves. The top level should be an array that looks
like [null, { ... }]
where the second element contains the responses
to the opponent's move.
The game id
The move number from which the conditional moves are rooted in
Error that should be displayed to the user
Update the entire game state
Update latency information for a player
The game id
The latency in milliseconds
The player id
The phase has changed for the game
Update the state of the stone removal phase
The stone removal phase has been completed, this is the final state and indicates a phase change to the given phase (should always be "finished")
Timestamp in ms
Outcome of the game
Game phase (finished
Current players and their accepted stone statuses
Score
True if Japanese strict seki mode was true. This will probably always be false and may be removed in the future.
Player id of the winner
The chat log should be reset.
A score estimation result has been broadcast, this is used for avoiding game stalling
Optional
data: StallingScoreEstimateUndo move has been accepted, the parameter is the new move number
Undo request has been canceled, the parameter is the move number of the original request
Undo request has been requested, the parameter is the move number that we want to go back to
Update number of live and correspondence games are currently being played
Number of correspondence games
Number of live games
Update number of live and correspondence games are currently being played in a particular channel
Number of correspondence games
Number of live games
General host information for the termination server you
are connected to. This is a response to the hostinfo
client message.
Number of clients connected, if available
The hostname of the server
Number of seconds the server has been running
Incident report update
Optional
cleared_Optional
moderator?: UserOptional
reported_Optional
reported_Optional
reported_Optional
reported_Optional
reporting_"Inter Tab Communication" message. This is a client utility to enable relaying of messages between devices - the event and data are application defined, the server blindly relays to all connected devices for the sending user. Note this is relayed to all devices regardless of client, so your application should be prepared to handle ITC messages from other applications, not just your own application. (For instance, the web client sending this will arrive on an android and ios instance)
User defined data
User defined event string
Pong response from a ping
Client timestamp that was sent
Server timestamp when it was received
A notification that should be displayed to the user These are not strongly modeled, see https://github.com/online-go/online-go.com/blob/devel/src/components/Notifications/Notifications.tsx as a reference for what types there are and what data they contain
There are often more fields here
The notification id
The notification type
A private message was received
Who sent the message
The message received
Message id.
Message text
Timestamp of the message
Optional
superchat_If true, the private message should be forced to be in focus, this is when a moderator needs to talk with a player and ignoring the moderator is not suitable thing to do.
Your user id
Notify the client that a private message "super chat" has started. A super chat is an undismissable chat sent by a moderator. It should take all focus and not let the client do anything until the conversation is resolved (the enable flag is set to false)
Whether the superchat is enabled or not. When true, the client should make an undismissable chat window, when false the window can be dismissed.
The moderator id contacting the player
The moderator username contacting the player
Your id
Your username
Notification that the server has completed sending all remote storage data and the client should now be up to date.
Updates a key value pair
Key for the k/v pair
Timestamp of the update
Replication mode
Value of of the k/v pair
Replay of the entire full state of the review
An incremental modification to the review stream
Notifies the client whether the the client shares an IP with one of the players of the game. This is used to disable the score estimator in anonymous browsing windows for players of a game when the score estimator is disabled for the game.
The game ID
True if the client shares an IP with one of the players of the game
A UI Push notification. The event and data are not well defined here,
they come as a result to subscribing to ui push channels with
ui-pushes/subscribe
.
UI Push data
UI Push event
Update the user's JWT token
Updates whether a user is online or not. Subscribe to these updates for
particular users using the user/monitor
command.
Update user information. For other players, this has the standard User fields, when this is the current user, it can have additional fields that are found in the ui/config
An error occurred, the message string should be displayed to the user. For a list of errcode's used, see https://github.com/online-go/online-go.com/blob/devel/src/components/Errcode/Errcode.tsx