Categories: Elite: DangerousNews

Elite Dangerous Market Connector 5.6.0

What Is Elite Dangerous Market Connector?

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 achieve 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 3.10.x. As a consequence of this we no longer support Windows 7, due to Python 3.10.x itself not supporting Windows 7.

As has become routine now, various anti-virus software are reporting a false positive on our installer and/or files it contains. I've pre-emptively uploaded the installer to VirusTotal if you want to check what it's saying. Please see our Troubleshooting/AV-false-positives FAQ for further information.

Release 5.6.0

Tha major reason for this release is to address the Live versus Legacy galaxy split coming in Update 14 of the game.
See the section "Update 14 and the Galaxy Split" below for how this might impact you.

Changes​

  • We now test against, and package with, Python 3.10.8.
  • The code for sending data to EDDN has been reworked. This changes the 'replay log' from utilising an internal array, backed by a flat file (replay.jsonl), to an sqlite3 database.
    As a result:
  1. Any messages stored in the old replay.jsonl
    are converted at startup, if that file is present, and then the file removed.
  2. All new messages are stored in this new sqlite3 queue before any attempt is made to send them. An immediate attempt is then made to send any message not affected by "Delay sending until docked".
  3. Sending of queued messages will be attempted every 5 minutes, unless "Delay sending until docked" is active and the Cmdr is not docked in their own ship. This is in case a message failed to send due to an issue communicating with the EDDN Gateway.
  4. When you dock in your own ship an immediate attempt to send all queued messages will be initiated.
  5. When processing queued messages the same 0.4-second inter-message delay as with the old code has been implemented. This serves to not suddenly flood the EDDN Gateway. If any message fails to send for Gateway reasons, i.e. not a bad message, then this processing is abandoned to wait for the next invocation.
  6. The 5-minute timer in point 3 differs from the old code, where almost any new message sending attempt could initiate processing of the queue. At application startup this delay is only 10 seconds.
    Currently, the feedback of "Sending data to EDDN…" in the UI status line has been removed.
    If you do not have "Delay sending until docked" active, then the only messages that will be at all delayed will be where there was a communication problem with the EDDN Gateway, or it otherwise indicated a problem other than 'your message is bad'.
  • As a result of this EDDN rework this application now sends appropriate gameversion
    and gamebuild
    strings in EDDN message headers.
    The rework was necessary in order to enable this, in case of any queued or delayed messages which did not contain this information in the legacy replay.jsonl
    format.
  • For EDSM there is a very unlikely set of circumstances that could, in theory lead to some events not being sent. This is so as to safeguard against sending a batch with a gameversion/build claimed that does not match for all of the events in that batch.
    It would take a combination of "communications with EDSM are slow", more events (the ones that would be lost), a game client crash, and starting a new game client before the 'more events' are sent.

Update 14 and the Galaxy Split​

Due to the galaxy split announced by Frontier there are some changes to the major third-party websites and tools.

  • Inara has chosen to only accept Live galaxy data on its API.
    This application will not even process Journal data for Inara after 2022-11-29T09:00:00+00:00 unless the gameversion
    indicates a Live client. This explicitly checks that the game's version is semantically equal to or greater than '4.0.0'.
    If a Live client is not detected, then there is an INFO level logging message "Inara only accepts Live galaxy data", which is also set as the main UI status line. This message will repeat, at most, every 5 minutes.
    If you continue to play in the Legacy galaxy only then you probably want to just disable the Inara plugin with the checkbox on Settings > Inara. * All batches of events sent to EDSM will be tagged with a gameversion
    , in a similar manner to the EDDN header.
    Ref: EDSM api-journal-v1
  • All EDDN messages will now have appropriate gameversion
    and gamebuild
    fields in the header as per EDDN/docs/Developers.md.
    As a result of this you can expect third-party sites to choose to filter data based on that.
    Look for announcements by individual sites/tools as to what they have chosen to do.

Known Bugs​

In testing if it had been broken at all due to 5.5.0 -> 5.6.0 changes it has come to light that "EDMC.EXE -n", to send data to EDDN, was already broken in 5.5.0.
In addition, there is now some extra 'INFO' logging output which will be produced by any invocation of EDMC.EXE. This might break third-party use of it, e.g. Trade Computer Extension Mk.II.
This will be fixed as soon as the dust settles from Update 14, with emphasis being on ensuring the GUI EDMarketConnector.exe functions properly.

Notes for EDDN Listeners​

  • Where EDMC sourced data from the Journal files it will set gameversion
    and gamebuild as per their values in Fileheader or LoadGame, whichever was more recent (there are some events that occur between these).
  • If any message was already delayed such that it did not have the EDDN header recorded, then the gameversion and gamebuild will be empty strings. In order to indicate this the softwareName will have (legacy replay) appended to it, e.g. E:D Market Connector Connector [Windows] (legacy replay). In general this indicates that the message was queued up using a version of EDMC prior to this one. If you're only interested in Live galaxy data then you might want to ignore such messages.
  • Where EDMC sourced data from a CAPI endpoint, the resulting EDDN message will have a gameversion of CAPI-<endpoint> set, e.g. CAPI-market. At this time it is not 100% certain which galaxy this data will be for, so all listeners are advised to ignore/queue such data until this is clarified.
    gamebuild will be an empty string for all CAPI-sourced data.

Plugin Developers​

  • There is a new flag in state passed to plugins, IsDocked. See PLUGINS.md for details.

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