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`/characters/{character_id}/assets/` does not return loaded charges/ammo

Open Nohus opened this issue 1 year ago • 3 comments

Bug

When requesting assets, ammo loaded into modules is not returned. For example, a ship with a missile launcher with loaded missiles will be returned as the ship and the launcher, but the missiles are missing from the response.

Request

GET /characters/{character_id}/assets/

Response

List of assets, with loaded charges/ammo missing.

Expected

Expected all assets to be returned, including loaded charges/ammo.

Checklist

Check all boxes that apply to this issue:

  • [x] Bug description is provided
  • [x] Request path is provided
  • [x] Response status code is provided
  • [ ] Response headers are provided
  • [ ] Response body is provided
  • [x] Expected response is provided

Nohus avatar May 12 '24 15:05 Nohus

Some additional Info that might be useful for fixing this bug:

This behaviour seems to match the behaviour for the in-game "Personal Assets" Window when using Right Click -> View Contents.

All consumable charges seem to be affected by this bug, while scripts seem to be unaffected. I tested the following ones: Affected are:

  • Missiles / Projectile / Hybrid / Energy / Entropic Ammunition (I didn't test Edencom and Deathless)
  • Cap Booster Charges
  • Ancillary Shield Booster Charges (Cap Boosters)
  • Command Burst Charges
  • Warp Disruption Probes
  • Ancillary Armor Repairer Charges (Nanite)

Not affected are:

  • Tracking Disruptor Scripts
  • Guidance Distruptor Scripts
  • Sensor Dampening Scripts
  • Sensor Booster Scripts
  • Tracking Computer Scripts
  • Remote Tracking Computer Scripts
  • Warp Disruption Field Generator Scripts

14rynx avatar Feb 12 '25 16:02 14rynx

The ones that do show up (scripts, laser crystals, possibly all unstackable charges?) still show incorrectly, as they don't show to be inside their parent module. locationId should point to the parent module, but they are returned as if they weren't loaded, just at the same nesting level as the module.

Nohus avatar Jul 29 '25 17:07 Nohus

I'm still hoping this issue can get some attention. Managing large numbers of alliance doctrine ships is much easier using ESI to figure out which ships have bad fits or are missing ammo. Not being able to see certain charges at all raises too many false negatives, and since these assets don't show up at all there's no workaround possible.

walkingeyerobot avatar Oct 14 '25 16:10 walkingeyerobot