Elite Dangerous Market Connector ("EDMC") is a third-party application for use with Frontier Developments' game "Elite Dangerous". Its purpose is to facilitate supplying certain game data to, and in some cases retrieving it from, a number of websites and other tools.
To do this it utilises the Journal Files written by the game when played on a PC. It also makes use of Frontier's Companion API ("Frontier's CAPI"), accessible once you've authorised this application.
EDMC has a plugin system which many other developers have made use of to extend its functionality.
Find out more on the EDMC Wiki.
NB: This application is of no use with a Console game account. We now test against, and package with Python 3.9.6. As a consequence of this we no longer support Windows 7, due to Python 3.9.x itself not supporting Windows 7.
Attempt to flush any pending EDSM API data when a Journal Shutdown or Fileheader event is seen. After this, the data is dropped. This ensures that, if the user next logs in to a different commander, the data isn't then sent to the wrong EDSM account.
Ensure a previous Journal file is fully read/drained before starting processing of a new one. In particular, this ensures properly seeing the end of a continued Journal file when opening the continuation file.
New config options, in a new Privacy tab, to hide the current Private Group, or captain of a ship you're multi-crewing on. These usually appear on the Commander line of the main UI, appended after your commander name, with a / between.
EDO dockable settlement names with + characters appended will no longer cause 'server lagging' reports.
Don't force DEBUG level logging to the plain log file if --trace isn't used to force TRACE level logging. This means logging to the plain log file will once more respect the user-set Log Level, as in the Configuration tab of Settings.
As its name implies, the debug log file will always contain at least DEBUG level logging, or TRACE if forced.
New EDMarketConnector option --trace-on ... to control if certain TRACE level logging is used or not. This helps keep the noise down whilst being able to have users activate choice bits of logging to help track down bugs.
See [Contributing.md](Contributing.md#use-the-appropriate-logging-level) for details.
Loading of ShipLocker.json content is now tried up to 5 times, 10ms apart, if there is a file loading, or JSON decoding, failure. This should hopefully result in the data being loaded correctly if a race condition with the game client actually writing to and closing the file is encountered.
config.get_bool('some_str', default=SomeDefault) will now actually honour that specified default.