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A fixed 1000×1000 tile grid per server, addressed by a 1-based linear index. The client never streams a viewport, it pulls single points by id, asks the server to find things “nearest,” or bulk-fetches an entire server’s territory dataset. SFS2X’s built-in area-of-interest streaming exists in the SDK and is completely unused.

Tile math

Query model: four patterns, no viewport scanning

  1. Single-point pull: world.get.detail.new, given a pointId the client already computed or learned elsewhere.
  2. Server-side “find nearest”: find.resource, find.enemy.point: the client sends criteria only (level, type), no coordinates at all; the server searches from the player’s context and returns a single point id. find.monster is the same family but (unusually) also sends a pointId alongside its criteria.
  3. Bulk per-server/per-alliance push: world.get.alliance.city.info, lw.req.world.occupy.info: the entire dataset for a server, no pagination. Pushes are invalidate-then-refetch, not deltas.
  4. Batch pull by uuid list: radar/detect-event lookups, pipe-delimited uuid lists.
The one genuine coordinate-pair query found anywhere: world.get.march.infos (x,y), used to find marches passing near a raw tile coordinate.

Core commands