that would mean that if you were to play internationally, even if the local time is the same, they IDs would be different? (I sound like I’m rambling for no reason lol, I just need to make sure I’m not misunderstanding your point here)
So, let’s break it down further. Taking a look at the charts you provided, the ObjectId is the PlayerId, so in order to be able to create mechanics with this, we need to understand ObjectId. Studying time!
Apparently, based on where you make it, they’ll grab the local time and find the UTC of it. For example the New York one. Then using the UTC they’ll make an id. So if I traveled to Moscow which has a different timezone, the time of creation will be that of New York. In short, this means that YOUR ID should match YOUR time. (I think)
Intresting. Here, lemme transcribe all the ID’s into text that we can copy paste:
6814c39a5fea7a4d9c6bbbf9
6814c574cdcae9f0ce61e8dd
6814d30d5e4163cb82b394f3
6814d994cc870cb30dab96e3
6814da939ed42b5f92db09fb
6814da7251e94f69401a82d0
6814d9c640a60a402c85a27c
6814ddf53194731e937eea86
6814dde26c7d7784e0818a1f
681505045e4163cb82d0ca87
Ok let’s see
Id has timestamp with seconds since unix epoch
Each id contains the local and utc time Time based games are possible
Some type of device address in ID
We have identified that in fact, the first string of the hex value (first 8 hex char) is the date using UTC.
Next, the 6 chars behind it are the machine ID, (not sure what this is. Host resolution?)
Next 4 are the Process ID for the gimkit servers (I hope yall will know what this is. If not, a process id is a name fore this “process” in short tersms)
Next 6 should be the random “id” part of it.
The ones that are truly unique to the player