For public ESI issue tracking only. Bring out your dead.
Please only submit issues related to ESI (not CREST or XMLAPI).
Please do not open issues for anything security related here, send an email to security@ccpgames.com instead.
GitHub User | CCP Dev Name | Tweetfleet Slack | Role |
---|---|---|---|
a-tal | CCP SnowedIn | @ccp_snowedin | BDFL |
aquarhead | CCP AquarHEAD | @ccp_aquarhead | Developer |
ccpStuart | CCP Mephysto | N/A | Project Manager |
ccp-zoetrope | CCP Zoetrope | @ccp_zoetrope | Developer |
gitAskur | CCP PrismX | @prismx | Database Wizard |
HakShak | CCP Chimichanga | @ccpchimichanga | Manager |
tsuthers-ccpgames | CCP Bartender | @ccp_bartender | Developer |
ESI uses the same standard oauth2 flow CREST used. We released a blog detailing the SSO flow for ESI applications, but you can use whatever oauth2 library you're most comfortable with.
ESI is not rate limited, it is however error limited. Please refer to this blog post detailing the ESI error limit.
Keep in mind some endpoints have additional rate limits imposed by game design. If you are limited by the game on some action, ESI will have the same restrictions.
They embed the version in the path, resulting in more stable clients. Please refer to the blog post on the matter. Clients taking advantage of underscore routes should use the OperationID instead of path when calling a route, for convenience.
Please refer to the breaking changes document.
You can use ESI's diff interface for the exact differences per route. There is also the ESI changelog for historical reference and to know when upcoming changes will be promoted.
Probably. Check the awesome-eve repository. If you can't find something there for your language, you can try the swagger open source integrations page.
Join us on Tweetfleet Slack, in the #esi channel. If you're not on Tweetfleet Slack yet, get an invite here.