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Universal Api

The Universal API and Webservice The Universal Api Mod and Webservice this is my attempt to make a Universal Api Backend for the server hosters, allowing for a robust, easy to use and set up backend. and for modders an easy to use API wrapper to help them make hived and cross-server mods more easily. With the mod and API I handle authentication and client tokens allowing you to ensure that the data you are accessing… (more)

The Universal API and Webservice The Universal Api Mod and Webservice this is my attempt to make a Universal Api Backend for the server hosters, allowing for a robust, easy to use and set up backend. and for modders an easy to use API wrapper to help them make hived and cross-server mods more easily. With the mod and API I handle authentication and client tokens allowing you to ensure that the data you are accessing and using is secured, preventing rouge and unwanted access to the APIs. THIS MOD IS NOT PLUG AND PLAY YOU MUST READ ALL DOCUMENTATION FIRST BEFORE INSTALLING ON YOUR SERVER Some quick links for setting up the webapi backend How to install the webservice on windows How to install the webservice on Linux(Scroll up if you don't know how to set up linux) The Discord Link - https://discord.gg/SkUkPv4 All the Modder/Developer documentation is available here https://github.com/daemonforge/DayZ-UniveralApi/wiki/Developer-Reference Database Functions Load/Save Objects(JSON) Update Objects (can set sub Elements/Variables including Pull and Push from Arrays) Transactions (increment float/ints in database with constancy (aka from multiple servers at once) Queries (MongoDB Queries) Discord Functions Simple Web Interface for players to connect there steam accounts to discord (customizable for server owners) Add/Remove Roles Get User (Returns an object with current Roles and Discord ID/Name) Send Message (Sends DM from bot to player, player doesn't have to be connected to DayZ server at the time) Create/Edit/Delete Channels Send Message to Channels Get Messages from Channels Move User to Voice Channel Mute User in Voice Channel Kick User from Voice Channel Get User's current Voice Channel Other Stuff Quantum Random Numbers Toxicity Checker (TensorFlow Toxicity) Translate (Libre Translate) And More If you are a modder interested in how this works and how you can make a hived mod using the Universal API mod please join the discord The Discord Link - https://discord.gg/SkUkPv4 How to Support Me Sponsor Me On Github Donate via Paypal

Workshop 2237983606 · mod updated 2022-05-13 · analyzed 2026-10-03 08:34 UTC · history · 73 script files

Mechanics Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
3 by design

3 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
3 by design
Heavier than 10% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
1 hook · 0.0002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99.8% Weapon_Base.OnRPC

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Chain breaks, by consequence

3 overrides that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

By design
Another mod's class · UApiEntityStore
UApiEntityStore replaced on 2 methods · 2 overrides

LoadEntity · SaveEntity

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classUApiEntityStore
2 locations_UniversalApi.pbo::scripts\4_World\UApi\ItemStore.c:157
_UniversalApi.pbo::scripts\4_World\UApi\ItemStore.c:3
By design
Another mod's class · ULoggerBaseInstance
ULoggerBaseInstance replaced on 1 method · 1 override

SendToApi

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classULoggerBaseInstance
1 location_UniversalApi.pbo::scripts\3_Game\UApi\Logger.c:2

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnRPC on Weapon_Base
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 29 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
BloodContainerBase.OnUApiSave — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\VanillaItems.c:46
BloodContainerBase.OnUApiLoad — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\VanillaItems.c:53
CarScript.OnUApiSave — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\CarScript.c:3
CarScript.OnUApiLoad — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\CarScript.c:17
ChatInputMenu.OnChange — yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\ChatInputMenu.c:3
Edible_Base.OnUApiSave — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\VanillaItems.c:18
Edible_Base.OnUApiLoad — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\VanillaItems.c:28
ItemBase.OnUApiSave — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\ItemBase.c:3
ItemBase.OnUApiLoad — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\ItemBase.c:7
MissionBase.UniversalApiReady — yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\MissionBase.c:8
MissionGameplay.OnMissionStart T3 yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\MissionGameplay.c:4
MissionGameplay.OnMissionFinish T3 yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\MissionGameplay.c:13
MissionGameplay.UniversalApiReady — yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\MissionGameplay.c:19
MissionServer.OnClientPrepareEvent — yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\MissionServer.c:9
MissionServer.UniversalApiReady — yes ✓ _UniversalApi.pbo::scripts\5_Mission\UApi\MissionServer.c:18
PluginAdminLog.PlayerKilled — yes conditional _UniversalApi.pbo::scripts\4_World\UApi\Classes\PluginAdminLog.c:3
PluginAdminLog.Suicide — yes conditional _UniversalApi.pbo::scripts\4_World\UApi\Classes\PluginAdminLog.c:203
PluginAdminLog.BleedingOut — yes conditional _UniversalApi.pbo::scripts\4_World\UApi\Classes\PluginAdminLog.c:226
PluginAdminLog.PlayerList — yes conditional _UniversalApi.pbo::scripts\4_World\UApi\Classes\PluginAdminLog.c:249
TransmitterBase.OnUApiSave — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\VanillaItems.c:2
TransmitterBase.OnUApiLoad — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\VanillaItems.c:8
UApiEntityStore.SaveEntity — yes ✗ none _UniversalApi.pbo::scripts\4_World\UApi\ItemStore.c:3
UApiEntityStore.Create — yes ✗ none _UniversalApi.pbo::scripts\4_World\UApi\ItemStore.c:117
UApiEntityStore.CreateAtPos — yes ✗ none _UniversalApi.pbo::scripts\4_World\UApi\ItemStore.c:144
UApiEntityStore.LoadEntity — yes ✗ none _UniversalApi.pbo::scripts\4_World\UApi\ItemStore.c:157
ULoggerBaseInstance.SendToApi — yes ✗ none _UniversalApi.pbo::scripts\3_Game\UApi\Logger.c:2
Weapon_Base.OnUApiSave — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\Weapon_Base.c:3
Weapon_Base.OnUApiLoad — yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\Weapon_Base.c:8
Weapon_Base.OnRPC T2 yes ✓ _UniversalApi.pbo::scripts\4_World\UApi\Entities\Weapon_Base.c:79
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Weapon_Base.OnRPCT2 8.0placeholder0.0002

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

_UAPIBase.pbo

  • UAPIBase requiredVersion 0.1 — no requiredAddons
  • UAPIBase requiredVersion 0.1 — no requiredAddons

_UniversalApi.pbo

  • UniversalApi requiredVersion 0.1 — requires UAPIBase, JM_CF_Scripts
  • UniversalApi requiredVersion 0.1 — requires UAPIBase, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 87c209848784c990