An Elite: Dangerous API library for .NET
When playing Elite: Dangerous, many in-game events are outputted to the Journal log files. EliteAPI makes use of these files to provide live information about in-game events in a .NET environment.
EliteAPI is distributed through the NuGet package manager; the recommended way to install the library. Alternatively,
the source can be compiled to retrieve the EliteAPI.dll
file.
EliteAPI targets .NET Standard 2.0
.
EliteAPI is listed as EliteAPI
on NuGet. Installing it can be done as follows:
dotnet add package EliteAPI
The library can be built from source using the dotnet CLI
.
$ git clone https://github.com/EliteAPI/EliteAPI.git EliteAPI
$ cd EliteAPI
$ dotnet build -c Release
The compiled EliteAPI.dll
file can be found in in the bin\Release
folder.
EliteAPI is designed to be used as a Service with dependency injection. Acquiring an instance of the API can be done in a few ways.
The API can be added to your
application's host. A host is used to
encapsulate the application's resources, such
as logging, configuration,
and dependency injection. The API can
be added using the AddEliteApi()
method.
var host = Host.CreateDefaultBuilder()
.ConfigureServices(services =>
{
services.AddEliteApi();
services.AddTransient<MyAppService>(); // Example service
})
.Build();
var api = host.Services.GetService<IEliteDangerousApi>();
You can choose not the use the host and create a ServiceCollection
directly, and add the API to it. Note that you lose
the ability to configure resources such as logging, configuration,
and dependency injection. The library
contains an extension method AddEliteApi()
that can be used to directly add all required API services to
the IServiceCollection
.
var serviceCollection = new ServiceCollection();
serviceCollection.AddEliteApi();
var services = serviceCollection.BuildServiceProvider();
var api = services.GetService<IEliteDangerousApi>();
Alternatively, the Create()
factory method can be used to create an instance of the EliteDangerousApi
class.
var api = EliteDangerousApi.Create();
EliteAPI constantly scans the Journal log files for new in-game events. Whenever a new event is detected it is invoked in the API.
Subscribing to an event is done through the On<T>()
, OnJson<T>()
, OnAny()
, and OnAnyJson()
methods in
the IEliteDangerousApi.Events
property.
Method | Description | Parameter |
---|---|---|
On<T>() |
Subscribes to an event of type T where T : IEvent |
The event of type T |
OnAny() |
Subscribes to all events | The event of type IEvent |
OnJson<T>() |
Subscribes to an event of type T where T : IEvent |
The JSON of the event |
OnAnyJson() |
Subscribes to all events | The JSON of the event |
The EventContext
object contains information about the event such as whether the event was raised during session catchup and the source of the event.
The EventContext
parameter is optional and does not need to be implemented.
The delegates passed to the On<T>()
and OnJson<T>()
methods are invoked whenever an event of type T
is detected in-game.
The delegates are invoked with the event and the optional EventContext
object.
api.Events.On<DockingRequestedEvent>((e, context) =>
Console.WriteLine($"Requested docking at {e.StationName}"));
Delegates passed to the OnAny()
and OnAnyJson()
methods are invoked whenever any event is detected in-game.
These delegates are also invoked with the event and the optional EventContext
object.
api.Events.OnAny(e =>
Console.WriteLine($"Received event {e.Event}"));
The delegates can also be implemented through methods, if you prefer.
api.Events.On<GearStatusEvent>(OnGearChange);
void OnGearChange(GearStatusEvent gear, EventContext context)
{
if (gear.Value)
Console.WriteLine("Landing gear deployed");
else
Console.WriteLine("Landing gear retracted");
}
These delegates also allow for asynchronous implementations.
api.Events.On<FssSignalDiscoveredEvent>(async e =>
await SomeAsyncMethod(e));
Waiting for an event is done through the WaitFor<T>()
method in the IEliteDangerousApi.Events
property.
EliteAPI exposes the in-game keybindings.
EliteAPI is distributed under the MIT license.