PraetorisClient
Client-side Praetoris tools for Discord linking, creative server bridges, RPC tracing, socket metrics, and RPC probes.Praetoris Client
A BepInEx client companion mod for Praetoris gameplay and account-linking features that should not live in DiscordTools.
Features
- In-game Discord link command:
!link CODE - Creative inventory bridge RPC for server-side mods that need a trusted client inventory count.
- Creative biome, terrain, vegetation, drop suppression, and skill suppression bridges for server-side creative zones.
- Siege portal client bridge RPC for server-side siege portal handling.
- ServerChest player registration, admin delivery commands, and ValheimRcon command registration for offline item delivery workflows.
- Client-side RPC trace capture with deferred HTTP upload to the ValheimTracer relay using durable server-issued tokens.
- Client-side ZDO data trace capture for all ZDOData send, receive, apply, and skip events by default.
- Client socket metric samples and active RPC probe samples for lower-volume ValheimTracer latency and socket pressure dashboards.
- Local-only low-value environment damage text suppression while preserving combat damage numbers.
The moved RPC names intentionally keep their existing DiscordTools_* wire names so current server-side integrations can keep using the same requests.
Build
dotnet build PraetorisClient.csproj
The built DLL is written to bin/Debug/PraetorisClient.dll.
Configuration
The plugin GUID is warpalicious.PraetorisClient. Configure the generated file:
BepInEx/config/warpalicious.PraetorisClient.cfg
Clients do not need the bot URL or API key for local-only features. The Discord link server endpoint and key belong on the dedicated server if PraetorisClient handles link requests there.
Preferred dedicated-server setup:
export PRAETORISCLIENT_LINK_API_URL="https://your-bot-host.example.com/api/valheim-link"
export PRAETORISCLIENT_BOT_API_KEY="shared-secret"
Keep real endpoint and API key values in a local .env file or server environment. .env files are ignored by git; .env.example documents the required variable names without secrets.
Documentation
Creative Inventory RPC
PraetorisClient registers a client-side request RPC:
DiscordTools_CreativeInventoryRequest
Request package:
int protocolVersion = 1
string requestId
ZDOID characterId
bool includeItems
The client answers the sender with:
DiscordTools_CreativeInventoryResponse
Response package:
int protocolVersion = 1
string requestId
ZDOID characterId
bool available
string error
long playerId
string playerName
int playerInventoryCount
bool extraSlotsLoaded
bool extraSlotsAvailable
int extraSlotsCount
int totalUniqueCount
int itemEntryCount
Each item entry then writes:
string source
string prefabName
string sharedName
int stack
int quality
bool equipped
int gridX
int gridY
totalUniqueCount is the value to enforce for empty-inventory checks. Item entries can include both player and extraSlots views of the same item for debugging. Shudnal ExtraSlots is read through its public ExtraSlots.API.GetAllExtraSlotsItems() method when the mod is loaded.
Creative Biome Override RPC
PraetorisClient registers a client-side biome override RPC:
DiscordTools_CreativeBiomeOverride
Request package:
int protocolVersion = 1
int zoneCount
string zoneId
bool enabled
Vector3 center
float radius
int biome
bool suppressSpawns
The client applies enabled zones by overriding WorldGenerator.GetBiome, Heightmap.GetBiome, and biome color lookups inside the radius. Disabled zones are removed, and affected heightmaps plus clutter are refreshed. Client-side natural and event spawn points are blocked inside enabled creative biome override zones.
Link API
When a player enters !link CODE, the dedicated server posts JSON to LinkApiUrl:
{
"requestId": "6b7b8d9c0f2a4d7ca5f8c37e87b6fd13",
"code": "PRAE-482913",
"playerId": "76561198000000000",
"playerName": "Player",
"endpoint": "76561198000000000",
"platformDisplayName": "SteamName",
"receivedAtUtc": "2026-05-28T18:42:00.0000000Z"
}
The endpoint should return 2xx when the code is accepted. A plain-text response body is shown to the player in chat.
RPC Trace Upload
PraetorisClient can capture routed RPC and ZDO trace rows locally and upload compressed JSONL batches to the ValheimTracer HTTP relay. The server issues durable upload tokens over small Valheim RPC messages. Bulk trace data is not sent through Valheim routed RPC. HTTP upload is deferred while the client is actively in-world, then runs from menu/background when possible. If HTTP upload fails, the client logs the failure and keeps the local trace file for a later retry.
Pending trace files are stored locally as .jsonl.gz files to reduce disk usage and backlog upload pressure. Existing legacy .jsonl pending files are still read and uploaded.
Trace rows and upload token requests include Steam ID, platform user ID, trace player ID, and player name when available so server-side storage can group traces by player.
Server-synced config controls whether tracing is enabled and whether HTTP upload is preferred.
Network Tweaks
Network.SuppressEnvironmentDamageText is enabled by default. When enabled, the client suppresses low-value environment damage text such as AoE hits against build pieces and non-player vegetation damage while preserving character combat damage numbers.
