* Unless you are really dedicated to make that happen, because it's a ton of work. Of course, if you pretend to make your addon server-agnostic, instead of tailored to a specific server, you're back to square one. Plus, you might even be able to contact the server devs to allow you an API that sends messages to the appropriate ingame addon channel (you'd have to ask). Instead of a mesh, just have encryption and manually login&broadcast on each realm every time you want to update the information retrieved. Private servers often have one or a very small amount of realms, making the above mesh network much simpler. You mention vanilla, so I can presume you're developing this for a private server. That, or you could release a patch for the addon on Curse :P Upon login, the client addon will broadcast its latest packet (still encrypted) to that realm's addon channel, and hopefully within a week or so you might get the updated information across all clients.Ī disadvantage is that you'll only get "push" notifications, the client won't be able to send any data back to you*. Your addon emits a message to any connected peers, which store it on cross-realm SavedVariables, and you hope that someone will have characters on more than one realm. The general idea is that your addon will have a public key (as in encryption), and you (only you) will detain a private key. The closest thing you can get is building an "asynchronous mesh network", but that's only good if your addon has a considerable user base, and it's not guaranteed you'll get information timely. (But yes, it will still work if you have a mac WoW folder)' WoW TBC Client 2.4. ![]() You do not need to download a mac 2.4.3 WoW folder, since its faster to just dl a windows 2.4.3 and put the World of Warcraft.app inside it and run it. ![]() But since bots violate the ToS, you wouldn't be able to make an account that responds to your addon's inquiries. Quote from vanillalad 'To install, just put the World of Warcraft.app into your 2.4.3 TBC folder and hit replace. Most of them just broadcast game events that occur from the game's connection, and the closest thing you can get to a "data stream" is add-on chat channels. There was never any APIs that interacted directly with connections, let alone create any, let alone to arbitrary URLs. Well, tragically short is an understatement.
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