anchor.diff:  
   ### POST /v1/gamer/event/{domain}/{gamer_id}
   
  -Messages are sent to a specific user, in a specific domain. Messages are **always** JSON objects.
  +#### Send a message
  +
  +Use this API to send a message to another user from your game. Messages are sent to a specific user, in a specific domain. 
  +You can use domains to send messages accross games (or use `private` for messages sent to your game only).
  +
  +Messages are **always** JSON objects (not strings nor binary data).
   
   The response body will contain a copy of the message just sent, with an added `id` field. 
   
  
positive.code: The following fields can be set :
      ["displayName", "lang", "firstName", "lastName", "addr1", "addr2", "addr3", "avatar"]
  
  **note** : avatar must be an URL, lang is ISO-639-1 code
  
  i.e when executing POST /v1/gamer/profile {"displayName": "Wonder Mike"}
  if the current profile is 
  
negative.code:                 }]
              }
  
  
  ### GET /v1/gamer/event/{domain}{?ack}{&timeout}
  
  #### Receive messages
  
  This route uses long polling to deliver messages, one at a time. If more than one message was queued, you will have to call `receive` more than once.
  Normally, you'd setup a loop to call `receive` and deliver messages to your game asynchronously.
  
  `Receive` will block for a specified amount of time (with `?timeout=ms`) or 50 seconds (the default), and will be unblocked if a message is received, or if the call times out.
  When a message is received, the HTTP status code is `200`. If it returns because of the timeout, the response code is `204`.
  
  To guarantee delivery, acknowledgement is necessary and by default, it's automatic (`?ack=auto`). 
  If you want to ack messages, pass `?ack=<messageId>` where `messageID` is the ID of the latest received message (use an empty string to bootstrap). 
  
  + Parameters
      + domain (required, string, `private`) ... The domain
  