<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Explanation on GW2 MCP Server</title><link>https://therealbill.github.io/gw2-mcp/explanation/</link><description>Recent content in Explanation on GW2 MCP Server</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://therealbill.github.io/gw2-mcp/explanation/index.xml" rel="self" type="application/rss+xml"/><item><title>Design Decisions</title><link>https://therealbill.github.io/gw2-mcp/explanation/design-decisions/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://therealbill.github.io/gw2-mcp/explanation/design-decisions/</guid><description>&lt;p&gt;This page explains the major design decisions in the GW2 MCP Server and the
reasoning behind them. Understanding these decisions will help you make sense of
the codebase&amp;rsquo;s structure and anticipate how changes in one area affect others.&lt;/p&gt;
&lt;p&gt;For the structural overview of the system itself, see
&lt;a href="https://therealbill.github.io/gw2-mcp/explanation/architecture/"&gt;Architecture&lt;/a&gt;
.&lt;/p&gt;
&lt;h2 id="jsonrawmessage-for-variable-structures"&gt;json.RawMessage for variable structures&lt;a class="anchor" href="#jsonrawmessage-for-variable-structures"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;h3 id="the-problem"&gt;The problem&lt;a class="anchor" href="#the-problem"&gt;#&lt;/a&gt;&lt;/h3&gt;
&lt;p&gt;The Guild Wars 2 API returns deeply nested, polymorphic JSON. The &lt;code&gt;/v2/items&lt;/code&gt;
endpoint alone has over 20 item subtypes &amp;ndash; Weapon, Armor, Consumable, Trinket,
UpgradeComponent, and many more &amp;ndash; each with a different &lt;code&gt;details&lt;/code&gt; object. A
Weapon&amp;rsquo;s details include &lt;code&gt;damage_type&lt;/code&gt;, &lt;code&gt;min_power&lt;/code&gt;, and &lt;code&gt;max_power&lt;/code&gt;; an Armor&amp;rsquo;s
details include &lt;code&gt;weight_class&lt;/code&gt; and &lt;code&gt;defense&lt;/code&gt;. Character data is similarly
variable: equipment, skills, specializations, build tabs, and equipment tabs all
carry deeply nested structures that differ by profession and game mode.&lt;/p&gt;</description></item><item><title>Architecture</title><link>https://therealbill.github.io/gw2-mcp/explanation/architecture/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://therealbill.github.io/gw2-mcp/explanation/architecture/</guid><description>How the GW2 MCP Server is structured and why</description></item></channel></rss>