CommuniGate Pro
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Resident Evil 5 Overwrite Current Equipment Patched __link__

The "Resident Evil 5 overwrite current equipment" prompt is a core mechanic of the game's item management system, but its behavior has changed across different console generations and PC updates. While originally designed to ensure your progress and inventory were saved after finishing a chapter or quitting a session, it became the foundation for famous duplication glitches.

As of May 2026, many of the most famous exploits associated with this mechanic have been addressed, though players still encounter the prompt regularly during standard play. What is the "Overwrite Current Equipment" Prompt?

In Resident Evil 5, you cannot manually save your game. Instead, the game uses auto-saves at checkpoints. When you quit a session or finish a chapter, the game asks: "Overwrite current equipment and status?"

Select "Yes": This saves your current inventory, upgraded weapons, and money to your profile.

Select "No": This reverts your inventory to the state it was in at your last major save point (usually the start of the chapter), though you keep your stage completion records. The Patch History: What Changed?

Over the years, Capcom and modders have released several updates affecting how equipment is handled:

The PC/Steam Patch (2023): A major official update removed the requirement for Games for Windows Live (GFWL) and introduced official local split-screen support. However, this update broke certain weapon-swapping mechanics for some players, leading to a "bug" where you can no longer give or take weapons from your AI partner in-game.

The Duplication Patch: On newer platforms like PS4, Xbox One, and Nintendo Switch, Capcom attempted to patch the "rotten egg" and item duplication glitches. These glitches relied on one player giving items to another and then quitting without saving (selecting "No" to the overwrite prompt).

Community QoL Fixes: Because the 2023 update introduced new inventory bugs, many PC players use unofficial Quality of Life (QoL) patches to restore the ability to trade weapons with AI partners and fix broken inventory scripts. Current State of Equipment Glitches (2026)

While Capcom has patched the most basic versions of the "quit without saving" exploit on modern consoles, some variations remain active: Chapter Select :: Resident Evil 5 General Discussions

Resident Evil 5: Overwrite Current Equipment Patched - A Look Back at the Infamous Glitch and Its Impact on the Gaming Community

The survival horror genre has always been a staple of the gaming industry, with numerous iconic franchises captivating audiences worldwide. One such series that has left a lasting impression on gamers is Resident Evil. The fifth installment of the series, Resident Evil 5, was released in 2009 to critical acclaim and commercial success. However, like many games, it was not immune to glitches and bugs. One particularly notorious issue that plagued players was the "overwrite current equipment" glitch, which allowed gamers to duplicate and accumulate powerful equipment with ease. In response to the community's outcry, Capcom, the game's developer, patched the glitch, but not before it had a significant impact on the gaming community.

The Discovery of the Glitch

Resident Evil 5's gameplay revolves around combat, exploration, and inventory management. Players take on the role of Chris Redfield or Sheva Alomar, navigating through a zombie-infested world while battling against a sinister organization known as Uroboros. The game's equipment system allows players to collect and upgrade various firearms, melee weapons, and other gear to aid them in their mission. However, a glitch was discovered that permitted players to overwrite their current equipment with an identical set, essentially cloning their gear.

The glitch involved manipulating the game's save system and exploiting a specific sequence of actions. When players saved their game, then quickly loaded the save and swapped out their equipment with an item from the item box, the game would overwrite the current equipment with the same gear, effectively duplicating it. This process could be repeated multiple times, allowing players to accumulate an unlimited amount of powerful equipment.

The Impact on the Gaming Community

The "overwrite current equipment" glitch quickly spread throughout the gaming community, with many players taking advantage of the exploit to create overpowered characters. While some saw it as a harmless cheat, others viewed it as a threat to the game's balance and overall experience. The glitch allowed players to breeze through the game's challenging sections, rendering the gameplay trivial and unfulfilling.

The reaction from the community was mixed. Some players argued that the glitch was a fun way to experiment with different equipment combinations and explore the game's creative possibilities. Others felt that it ruined the game's sense of accomplishment and challenge, as they could now overcome obstacles with ease.

Capcom's Response and the Patch

As the glitch gained widespread attention, Capcom took notice and promptly addressed the issue. The company acknowledged the problem and assured players that a patch was in development to fix the exploit. In May 2009, Capcom released a patch for the PlayStation 3 and Xbox 360 versions of the game, which specifically targeted and fixed the "overwrite current equipment" glitch.

The patch prevented players from duplicating equipment and ensured that the game's save system functioned as intended. While some players were disappointed that the glitch was patched, others welcomed the fix, as it restored the game's original challenge and sense of accomplishment.

The Aftermath and Legacy

The "overwrite current equipment" glitch in Resident Evil 5 serves as a reminder of the complexities and challenges of game development. Despite rigorous testing, glitches and bugs can still occur, affecting the gaming experience. The incident highlights the importance of community feedback and the need for developers to engage with players to identify and fix issues.

In the years since its release, Resident Evil 5 has received numerous re-releases and updates, including a remastered version, Resident Evil 5: Gold Edition, which included new content and improved graphics. The game's patched version ensured that players had a more balanced and enjoyable experience, and the game's reputation as a thrilling survival horror experience remained intact.

The "overwrite current equipment" glitch also sparked discussions about game design, balance, and the role of glitches in the gaming experience. It demonstrated the creativity and resourcefulness of gamers, who often find innovative ways to exploit game mechanics. While the glitch was eventually patched, it remains a notable example of the dynamic between game developers, players, and the gaming community. resident evil 5 overwrite current equipment patched

Conclusion

The "overwrite current equipment" glitch in Resident Evil 5 was a significant issue that affected the gaming experience, sparking a heated debate within the community. Capcom's swift response and patch ensured that the game remained challenging and enjoyable for players. The incident serves as a reminder of the importance of community feedback and the ongoing effort to balance game design with player creativity and experimentation. As the gaming industry continues to evolve, it is essential for developers to engage with players, identify and fix issues, and create games that are both enjoyable and challenging.

The legacy of the "overwrite current equipment" glitch in Resident Evil 5 serves as a fascinating footnote in the history of the series, highlighting the complexities and challenges of game development. While the glitch itself may be a distant memory, its impact on the gaming community and the game's development continues to resonate, offering valuable lessons for developers and players alike.

The End of an Era? Resident Evil 5 ’s Iconic "Overwrite" Glitch Updated for April 2026

For over a decade, the "Overwrite Current Equipment and Status" prompt in Resident Evil 5

(RE5) was more than just a save mechanic—it was the cornerstone of the game's item duplication and infinite money exploits. However, recent developments and technical updates across modern platforms have shifted the landscape for this legendary survival horror "hack." What was the Overwrite Glitch?

The glitch relied on the game's unique checkpoint system. By picking up rare items (like the Rotten Egg

or high-value treasures) and then quitting the game, players would be met with a prompt: "Overwrite current equipment and status?"

By selecting "Yes," the game saved the current inventory but did not save the story progress. This allowed players to: Duplicate Items:

Give items to a co-op partner, quit without saving progress, and restart with the items still in their inventory. Infinite Money: Repeatedly sell high-value treasures like the Lion Heart

by replaying short sections and overwriting the status while keeping the loot. Is it Patched?

The status of the glitch depends entirely on which version you are playing: PC (Steam Version):

In early 2023, Capcom released a major update (v.1.2.0) that removed Games for Windows Live (GFWL)

and officially added split-screen support. While this update fixed many long-standing bugs, the core "Overwrite" prompt still exists. However, reports from March 2026 suggest that a recent "silent" update may have finally addressed the specific inventory-swap logic that allowed for the most egregious duplication. PlayStation 4 / PlayStation 5: Most duplication exploits now require Online Play

rather than local split-screen, as current console versions require separate save data for each character. There have been numerous reports of "silent patches" on the PS4 version that specifically target the Rotten Egg duplication method. Xbox Series X|S / Xbox One:

The Xbox remaster remains the most "glitch-friendly" due to its unique handling of secondary guest profiles, which can still trigger separate saves to enable duplication. Community Workarounds

As official patches have made the "Overwrite" glitch more difficult to execute, the community has turned to other methods to maintain the "infinite" lifestyle:

Resident Evil 5 , "Overwriting Current Equipment and Status" refers to a specific prompt that appears when you quit a session or chapter. Selecting

allows you to keep the inventory items, ammo, and character status (like upgraded health) you acquired during that session, even if you did not finish the chapter. Managing Equipment via Patch and Mods

To properly manage or "patch" how equipment works on PC, most users rely on fan-made quality-of-life (QOL) fixes and trainers: Resident Evil 5 Gold Edition Ultimate Trainer

: This is the primary tool for modifying and overwriting your equipment. You can download it from Nexus Mods

to manually set items in any inventory slot, freeze ammo counts, or clear bugged items. Maluc and Rick’s QOL Patches

: These community patches fix inventory-related bugs, such as the inability to trade weapons with AI partners offline. You can find these updates via the Steam Community Quality of Life Guide Inventory Overwrite Method

: If you need to store items mid-game, you can quit to the main menu and select "Yes" to overwrite equipment. This saves your current haul to your global inventory, where you can then enter the "Organize" menu to swap gear before restarting from your last checkpoint. Installation for Equipment Patches Locate Directory : Open Steam, right-click Resident Evil 5 Browse local files Apply Files The " Resident Evil 5 overwrite current equipment"

: Drag and drop the downloaded patch or trainer files into the main directory. : When prompted by Windows, choose to Replace the files in the destination to ensure the modded versions take effect. Admin Rights

: Run the game and any trainers (like the Ultimate Trainer) as Administrator

to ensure they can modify game memory to overwrite equipment in real-time.

The "Overwrite Current Equipment and Status" prompt in Resident Evil 5

is a core inventory management mechanic that allows players to retain items, ammunition, and gold collected during a session, even if they quit before finishing a chapter. While often referred to in the community as a "patch" or "fix" in the context of fan-made Quality of Life (QoL) mods, it is fundamentally a built-in feature designed to facilitate item farming and mid-chapter inventory retention. Feature Overview

When a player chooses to "Quit" or "Restart" a chapter, the game presents the option to Overwrite Current Equipment and Status.

Item Retention: Selecting "Yes" saves all currently held items, weapons, and gold to your persistent inventory (Item Management).

Farming Mechanic: This allows players to enter a chapter, collect valuable treasures or ammo (such as the "Infinite Rotten Eggs" method), and quit immediately to keep the loot without having to complete the entire mission.

Checkpoints vs. Saves: The game differentiates between Checkpoints (temporary progress within a stage) and Saves (permanent data updates to equipment and status). "Patched" Context and Community Fixes

In the modern PC version (Steam), players often refer to this feature in conjunction with the Resident Evil 5 Quality of Life Fixes or the Resident Evil 5 - Fixes community patches. These patches address several inventory-related issues that were broken in official updates:

This write-up explores the history and current status of the "overwrite current equipment" prompt in Resident Evil 5

, which served as the foundation for the game's most famous item duplication glitches. 🎮 The Mechanic: What is "Overwrite Current Equipment"? In Resident Evil 5, the prompt

"Overwrite current equipment and status with the data you are about to load?" appears when a player joins a game or restarts a chapter. Intended Purpose

: It ensures the player’s character (Chris or Sheva) enters the game with the specific items currently held in their Item Management screen. The Loophole

: By manipulating when a player saves their inventory versus when they quit without saving, players discovered they could "dupe" items like Rotten Eggs First Aid Sprays 🛠️ The "Patched" Status: Can You Still Do It?

There is no single "patch" that completely removed this prompt, but its functionality varies wildly depending on your platform and game version.


What “Overwrite Current Equipment” Typically Means in RE5 Modding

In vanilla Resident Evil 5, you can only change equipment between chapters or at specific merchant checkpoints (the green “Prepare” screen). A patch that overwrites current equipment would:

  • Let you swap weapons, ammo, grenades, healing items, or even character models on the fly during gameplay.
  • Bypass the normal inventory restrictions (e.g., carrying more than one rocket launcher, equipping any weapon in any slot).
  • Possibly override partner AI (Sheva’s) gear directly.

How to update

  • Console players: download the latest patch from the platform’s usual update system (automatic updates recommended).
  • PC (Steam/other): update via the client; the patch is included in the latest build.

Conclusion

The "Overwrite Current Equipment" glitch is a prime example of emergent gameplay born from technical oversight. For some, it was a necessary cheat to bypass the game's steep upgrade costs; for others, it was a terrifying bug that threatened hours of progress. In the modern, patched versions of Resident Evil 5, the glitch is a memory—a digital relic of the Xbox 360/PS3 era when netcode was a little looser, and the risks of online play were a little higher.

In Resident Evil 5 , the "Overwrite Current Equipment and Status" prompt is a core mechanic used to save your inventory progress when quitting a chapter. While many modern patches have addressed technical bugs, this specific feature remains a standard part of the save system and is frequently utilized for item farming and duplication. How the "Overwrite" System Works

When you choose to quit a chapter, the game asks if you want to save your current equipment and status. Selecting "Yes" ensures that any items, gold, or treasures collected since your last checkpoint are permanently saved to your profile.

Item Farming: Players often load specific chapters (like 2-1 for the machine gun or 3-1 for treasures), collect the items, and then quit and overwrite to keep the loot without finishing the level.

Difficulty Scaling: Upgraded weapons and saved equipment carry over across all difficulty levels, allowing you to use high-powered gear from an "Easy" run in "Professional" mode. Recent Patches and Fixes

While the overwrite mechanic itself is not "patched out" (as it is a feature), recent official and community updates have fixed related inventory and equipment issues: Resident Evil 5 - Item Duplication Glitch (Switch)

The "Overwrite Current Equipment" glitch in Resident Evil 5 , primarily used for item duplication and infinite money, remains largely unpatched across most modern platforms in 2026. While Capcom has released various stability and quality-of-life updates over the years, the fundamental mechanics of the inventory save system that allow for this exploit have not been fundamentally altered in the base game code. Current Status of the Glitch Unpatched Nature: Let you swap weapons, ammo, grenades, healing items,

The glitch relies on how the game handles separate save states for "Equipment and Status" versus "Story Progress". Because changing this would require a total overhaul of the game's save architecture, Capcom has generally left it untouched in official releases. Platform Availability: Consoles (Switch/Xbox/PS4/PS5):

The duplication method remains highly effective, especially when using a second controller or an online partner. PC (Steam):

The vanilla Steam version still supports the exploit. However, some community-made stability patches or quality-of-life mods (like the Syndeh or Maluc fixes

) might inadvertently affect glitch performance or stability during splitscreen play. How the Glitch Works (2026 Update)

The core of the "Overwrite" method involves manipulating the save prompt after trading items: Resident evil 5 unlimited money glitch (2026)

Duplicate golden eggs in Resident Evil 5 by giving them to Cheva, then selling them one by one, keeping one to repeat. BulletGang45 Guide :: Resident Evil 5 - Fixes - Steam Community

Fixed the misplaced light effects. Fixed the black outlines around characters and enemies. Quality of live fixes are now included. Steam Community

The End of an Era? Resident Evil 5 ’s "Overwrite Equipment" Glitch in 2026 For over 15 years, Resident Evil 5

players have utilized a specific quirk in the game's saving system to bypass the intended survival horror grind. By selecting "Overwrite current equipment and status"

when quitting a session, players could effectively duplicate items like Rotten Eggs or ammunition without losing progress on their main save

. However, recent updates in early 2026 have sparked a wave of reports regarding the stability and "patched" status of these long-standing exploits. The Mechanics of the Exploit

Historically, the "overwrite" feature was designed to let players keep items collected during a failed or abandoned session. Hardcore fans quickly realized they could: Start a chapter (typically 2-1 for ease of access). Trade expensive or rare items to a partner. Quit and choose to their status, while the partner saved their own progress.

Reload to find both players now possessed the items, allowing for infinite gold farming. The 2026 "Patch" Confusion

In March 2026, Capcom released surprise technical updates for Resident Evil 5 Resident Evil 6

. While these patches primarily addressed compatibility with modern hardware and improved UI scaling for high-resolution displays, they introduced significant changes to the game's networking and leaderboard backend. Reports from the community on Steam Community

suggest that while the "Overwrite" option still exists in the menu, the specific timing required for the duplication glitch has become increasingly unstable on the latest PC build. Some users have noted: Inventory Desync

: Entering character selection or quitting during certain animations now frequently causes desync between players, often resulting in lost items rather than duplicated ones. Forced Restarts

: Reaching checkpoints after a player leaves an online session now often forces a host restart that clears the partner's previous weapon data, effectively blocking the "trade and quit" method. Version Mismatch

: Players using community-made quality-of-life fixes, like those found on the Steam Guides

, are now segregated from "vanilla" players who have the 2026 official patch, further complicating co-op glitching. Current Workarounds

Despite these technical hurdles, the glitch is not "patched" in the traditional sense of removing the code, but rather hindered by updated network protocols. Players on older console versions, such as the Nintendo Switch

, report the duplication method remains fully functional as those platforms have not received the 2026 backend overhaul.

For PC players, the most reliable way to maintain a "god-tier" inventory is now reverting to an older Steam branch (if available) or relying on community-supported mods that restore the original 2009-era inventory behavior. step-by-step guide

on how to revert your game version, or would you like to know more about the upcoming Resident Evil Requiem Resident Evil 5 - Item Duplication Glitch (Switch)

Configuring the XIMSS Module

Use the WebAdmin Interface to configure the XIMSS module. Open the Access page in the Settings realm:
Processing
Log Level: Channels: Listener

Use the Log setting to specify the type of information the XIMSS module should put in the Server Log. Usually you should use the Major (message transfer reports) or Problems (message transfer and non-fatal errors) levels. But when you experience problems with the XIMSS module, you may want to set the Log Level setting to Low-Level or All Info: in this case protocol-level or link-level details will be recorded in the System Log as well. When the problem is solved, set the Log Level setting to its regular value, otherwise your System Log files will grow in size very quickly.

The XIMSS module records in the System Log are marked with the XIMSSI tag.

When you specify a non-zero value for the Maximum Number of Channels setting, the XIMSS module creates a Listener. The module starts to accept all XIMSS connections that clients establish in order to communicate with your Server. The setting is used to limit the number of simultaneous connections the XIMSS module can accept. If there are too many incoming connections open, the module will reject new connections, and the client should retry later.

By default, the XIMSS module Listener accepts clear text connections on the TCP port 11024. Follow the Listener link to tune the XIMSS Listener.


XIMSS Connections to Other Modules

XIMSS connections can be made to TCP ports served with other CommuniGate Pro modules. If the first symbol received on a connection made to the HTTP module is the < symbol, the HTTP module passes the connection to the XIMSS module.

When a connection is passed:
  • the logical job of the passing module completes.
  • the logical job of the XIMSS module is created, in the same way when an XIMSS connection is received on a port served with the XIMSS module.
  • the XIMSS module restrictions for the total number of XIMSS channels and for the number of channels opened from the same IP address are applied.

When all users initiate XIMSS connections via other Module ports, you can disable the XIMSS Listener by setting all its ports to zero.


Flash Security

When a Flash client connects to an XMLSocket server (such as the CommuniGate Pro XIMSS module), it can send a special policy-file-request request. The XIMSS module replies with an XML document allowing the client to access any port on the Server.


XIMSS Sessions

When a user is authenticated, the XIMSS module creates a XIMSS session. The current XIMSS module TCP connection can be used to communicate with that session.

A XIMSS session can be created without the XIMSS module, using special requests sent to the HTTP User module. See the XIMSS Protocol section for more details.

The XIMSS session records in the System Log are marked with the XIMSS tag.


HTTP Binding

A client application can access the XIMSS interface via HTTP connections.

A client application should start by sending an HTTP Login request to create a new XIMSS session.

When a XIMSS session is created, the client application can send XIMSS protocol requests to it and receive XIMSS protocol responses from the session using HTTP requests.

Client applications can use GET and POST HTTP requests.
If a request contains a body, it is assumed to be an XML text, unrelated to the actual value of the Content-Type header field. The XML text must be a <XIMSS/> element.
If a request produces a non-empty response body, the body is always an XML text containing one <XIMSS/> element, and the response Content-Type header field is text/xml.

Open the HTTP User Module settings, and find the Sub-Protocols panel:

Sub-Protocols
 Access
XIMSS:

The Access setting specifies who can create XIMSS sessions using HTTP Binding.

HTTP Login

To start a XIMSS session, a client application should send an HTTP request to the CommuniGate Pro HTTPU module using the following URLs:

http://domainName[:port]/ximsslogin/
or
https://domainName[:port]/ximsslogin/

If the request contains the userName parameter, the Server tries to authenticate the specified user (Account):

  • If the password parameter is present, the regular clear-text method is used.
  • If the nonce parameter is present, the CRAM-MD5 method is used. The "nonce" parameter value should be a value received as part of a features response (see below), it should be a valid "authentication nonce". The request must contain the authData parameter containing the base64-encoded CRAM-MD5 "challenge response".
  • If the sessionid parameter is present, the SessionID method is used.
  • If the errorAsXML parameter is present and the login operation fails, the error condition is returned not as an HTTP result code with an HTML error page, but as an <response/> element with errorNum and errorText attributes, enclosed into a <XIMSS/> element.
  • If the version parameter is present, its value specifies the protocol version the client implements (see the Login operation parameters).

If the userName parameter is absent, the Server tries to authenticate the request using the TLS Client Certificate (if specified), or using the HTTP authentication methods.
This functionality is the same as the WebUser Interface Automatic Login and Single Sign-on functionality, but the /ximsslogin/ URL is used.

A request to the /ximsslogin/ URL can contain a text/xml body. In this case, no login operation is performed.
The XML body should contain one <XIMSS> element containing zero, one, or several XIMSS Pre-Login operations. The Server sends an HTTP response with XML data. The response is a <XIMSS> element containing the requested operations result.

Example:
C:GET /ximsslogin/ HTTP/1.1
  Host: myserver.com
  Content-Type: text/xml
  Content-Length: 42

  <XIMSS><listFeatures id="list" /><XIMSS>

S:HTTP/1.1 200 OK
  Content-Length: 231
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS><<features id="s" domain="x.domain.dom"><starttls/><sasl>LOGIN</sasl><sasl>PLAIN</sasl><sasl>CRAM-MD5</sasl><sasl>DIGEST-MD5</sasl><sasl>GSSAPI</sasl><nonce>2C3E575E5498CE63574D40F18D00C873</nonce><language>german</language><signup/></features><response id="s"/></XIMSS>

If the user has been successfully authenticated, and the XIMSS session has been created, the HTTP Login response contains the XIMSS session message with the session ID string. Note that the session message does not contain the id attribute.

Example:
C:GET /ximsslogin/?userName=account@domain&password=abcd&version=6.1 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

S:HTTP/1.1 200 OK
  Content-Length: 105
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS><session urlID="562-kAI2lxNBR4ApmHg4wiW9" userName="account@domain" realName="J. Smith" version="6.1.2" /></XIMSS>

Alternative URLs can be used to start a XIMSS session using the TLS Client Certificate, or using the HTTP authentication methods:

http://domainName[:port]/auth/ximsslogin/
or
https://domainName[:port]/auth/ximsslogin/

This method is useful if an application first retrieves an HTML page or some other document using the /auth/ realm, forcing the browser to ask the user for credentials, and then the application creates a XIMSS session for the same user, as the browser will resend the same credentials when sending a request to the /auth/ximsslogin/ URL.

HTTP Synchronous Communications

A client should send requests to a created XIMSS session use the following Session URL:

http://domainName[:port]/Session/sessionID/sync
or
https://domainName[:port]/Session/sessionID/sync
where sessionID is the session message urlID attribute.

The HTTP request body should contain one <XIMSS /> element, with zero, one, or more XIMSS protocol requests.

The Server returns one <XIMSS /> element in the HTTP response body. This element contains the XIMSS protocol response messages (one for each XIMSS request sent, in the same order), and all synchronous data messages generated with the submitted XIMSS requests.

Example:
C:POST /Session/562-kAI2lxNBR4ApmHg4wiW9/sync HTTP/1.1
  Host: myserver.com
  Content-Length: nnn

  <XIMSS><noop id="i1" /><readTime id="i2" /></XIMSS>

S:HTTP/1.1 200 OK
  Content-Length: nnn
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS><response id="i1"/><currentTime id="i2" gmtTime="20070502T083313" localTime="20070502T003313"/><response id="i2"/></XIMSS>

If a XIMSS client works in an unreliable environment, where it may have to resend HTTP requests, then each non-empty HTTP request should contain a reqSeq parameter. This parameter value should be increased by 1 for each new HTTP request sent.
If the Server receives an HTTP request with the same reqSeq parameter as the previously received and processed HTTP request, then the Server resends the last response (one it has sent to the previous HTTP request wit the same reqSeq).
If the Server receives an HTTP request with the reqSeq parameter not equal to the reqSeq parameter of the previously received request and not equal to the reqSeq parameter of the previously received request increased by 1, then the Server returns an error.

A client application can use an "empty request" (an HTTP request without a body) to read asynchronous XIMSS data messages.

When such an empty request is received, the Server checks if there is any pending asynchronous data messages for the specified session. If there is no pending asynchronous data messages, the request is held until either:

  • an asynchronous data message is generated for the session; or
  • the waiting time is over; or
  • a new "empty request" is received; or
  • the session is closed.

An empty request can specify the waiting time as the maxWait parameter (number of seconds).

If no data messages were retrieved, the Server sends a response containing an empty <XIMSS/> element, without any attributes.

If some data messages were retrieved, the Server sends a response (an "asynchronous response") containing one <XIMSS/> element, with the respSeq attribute. This attribute contains the sequence number for this <XIMSS/> response element.

For each session, the Server keeps the last "asynchronous response" composed.

Each empty request should contain a ackSeq parameter. It should contain the respSeq value of the last received asynchronous response.
If the client has not received any asynchronous response yet, this parameter value must be 0.

When the Server receives an empty request with the ackSeq equal to the respSeq value of the kept last composed asynchronous response, it considers that response as "acknowledged", and removes it.

When the Server receives an empty request with the ackSeq equal to the respSeq value of the last composed asynchronous response minus one (respSeq-1), and it still keeps this composed response, the Server resends that response to the client. As a result, if the client encounters any communication error while doing an "empty request" HTTP transaction, it can resend that empty request.

An empty request without an ackSeq parameter acknowledges all "asynchronous responses" composed and kept.

When a server returns an empty <XIMSS/> element, the next empty request can contain either no ackSeq parameter, or the same ackSeq parameter as the previous empty request. Because of this subsequent empty requests may use the same request URL and the same parameters, and the client platform may return the previous cached <XIMSS/> element result immediately, without sending the request to the server.
To avoid this problem, include the reqSeq parameter into each empty request, increasing its value after a successful transaction.

Example:

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?maxWait=90&ackSeq=0&reqSeq=0 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

...optional pause (up to 90 seconds)...
S:HTTP/1.1 200 OK
  Content-Length: 10
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS/>

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?maxWait=90&ackSeq=0&reqSeq=1 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

...optional pause (up to 90 seconds)...
S:HTTP/1.1 200 OK
  Content-Length: nnn
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS respSeq="1"><folderReport folder="INBOX" mode="notify" /></XIMSS>

response did not reach the client, client is resending the request
C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?maxWait=90&ackSeq=0&reqSeq=1 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

S:HTTP/1.1 200 OK
  Content-Length: nnn
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS respSeq="1"><folderReport folder="INBOX" mode="notify" /></XIMSS>

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?maxWait=90&ackSeq=1&reqSeq=2 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

...optional pause (up to 90 seconds)...
S:HTTP/1.1 200 OK
  Content-Length: 10
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS/>

HTTP Asynchronous Communications

A client can send requests to a created XIMSS session so that all responses (including the response messages and synchronous data messages) are returned only in response to the "empty requests".

http://domainName[:port]/Session/sessionID/async
or
https://domainName[:port]/Session/sessionID/async
where sessionID is the session message urlID attribute.

The HTTP request body should contain one <XIMSS /> element, with zero, one, or more XIMSS protocol requests.

All generated response messages (one for each XIMSS request sent, in the same order), and all synchronous data messages generated with the submitted XIMSS requests are re-submitted to the XIMSS session as asynchronous messages. The Server returns an empty HTTP response.

Example (single connection, polling):

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?maxWait=0&ackSeq=0&reqSeq=0 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

S:HTTP/1.1 200 OK
  Content-Length: 10
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS/>

C:POST /Session/562-kAI2lxNBR4ApmHg4wiW9/async HTTP/1.1
  Host: myserver.com
  Content-Length: nnn

  <XIMSS><noop id="i1" /><readTime id="i2" /></XIMSS>

S:HTTP/1.1 200 OK
  Content-Length: 0
  Connection: keep-alive
  Content-Type: text/plain;charset=utf-8
  Server: CommuniGatePro/5.3

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?maxWait=0&ackSeq=0&reqSeq=1 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

S:HTTP/1.1 200 OK
  Content-Length: nnn
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS respSeq="1"><response id="i1"/><currentTime id="i2" gmtTime="20070502T083313" localTime="20070502T003313"/><response id="i2"/></XIMSS>

Example (2 connections, waiting):

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?ackSeq=0&reqSeq=0 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

...waiting...





S:HTTP/1.1 200 OK
  Content-Length: nnn
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

  <XIMSS respSeq="1">
    <response id="i1"/>
    <currentTime id="i2" gmtTime="20070502T083313"
      localTime="20070502T003313"/>
    <response id="i2"/>
  </XIMSS>

C:GET /Session/562-kAI2lxNBR4ApmHg4wiW9/get?ackSeq=1&reqSeq=1 HTTP/1.1
  Host: myserver.com
  Content-Length: 0

...waiting...





C:POST /Session/562-kAI2lxNBR4ApmHg4wiW9/async HTTP/1.1
  Host: myserver.com
  Content-Length: nnn

  <XIMSS><noop id="i1" /><readTime id="i2" /></XIMSS>

S:HTTP/1.1 200 OK
  Content-Length: 0
  Connection: keep-alive
  Content-Type: text/xml;charset=utf-8
  Server: CommuniGatePro/5.3

Monitoring XIMSS Activity

You can monitor the XIMSS Module activity using the WebAdmin Interface.

Click the Access link in the Monitors realm to open the Access Monitoring page:
3 of 3 selected
ID IP Address Account Connected Status Running
9786[216.200.213.116]user1@domain2.dom3minlisting messages2sec
9794[216.200.213.115]user2@domain1.dom34secreading request 
9803[216.200.213.115]2secauthenticating 
ID
This field contains the XIMSS numeric session ID. In the CommuniGate Pro Log, this session records are marked with the XIMSS-nnnnn flag, where nnnnn is the session ID.
IP Address
This field contains the IP address the client has connected from.
Account
This field contains the name of the client Account (after successful authentication).
Connected
This field contains the connection time (time since the client opened this TCP/IP session).
Status
This field contains either the name of the operation in progress or, if there is not pending operation, the current session status (Authenticating, Selected, etc.).
Running
If there is an XIMSS operation in progress, this field contains the time since operation started.

XIMSS activity can be monitored with the CommuniGate Pro Statistic Elements.


CommuniGate Pro Guide. Copyright © 2020-2023, AO StalkerSoft
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