Network inventory (OBSERVED)
Network inventory (OBSERVED)
| Order | Method | URL | Notes |
|---|---|---|---|
| 1 | GET | games.pixentech.com/crash.live/goldencatch/assets/env/commonConfig.json | Static config, saved |
| 2 | POST | clgaming-be.pixentech.com/gamebe/games/init | XHR, body not captured |
| 3 | GET | .../assets/locale/en/gameContent.json, commonContent.json | Static text |
| 4 | GET | `…/assets/images/@1x/*.json | webp, …/assets/spines/@1x/bg.*`, fonts |
| 5 | POST | clgaming-be.pixentech.com/gamebe/games/spin | One call per spin click, JSON, HTTP 200 |
Request headers on spin (from recorder): Accept: application/json, text/plain, */*, Content-Type: application/json. No custom auth header was set by the script; auth is the token field in the JSON body (and possibly cookies, not visible to the recorder, not inspected).
Total gameplay API calls made by me: 1 spin, plus init calls triggered by page loads (2 loads: one failed bare-URL load, one normal load).
Capture method
A passive in-page wrapper over fetch and XMLHttpRequest stored method, URL, request body, status, and response text in window.__cap, masking the raw token. I then redacted base64 token and playerId by hand when writing files. It adds no network traffic.
Added after the cheat round (OBSERVED)
| Method | URL | Notes |
|---|---|---|
| POST | .../gamebe/games/spin (cheat armed) | Extra body field combination |
| POST x10 | .../gamebe/games/feature | Body: gameId, playerId, token, featureName (base64 freespins), combination. One per free spin, about 3 s apart |