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Looked at pong packet once again. First 32bits are resent of incoming ping packet. Next 16bits always 0x14D. Heard from another dev this may improve movement for multiplayer.
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1 changed files with 4 additions and 4 deletions
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@ -14,16 +14,16 @@ namespace FFXIVClassic_Map_Server.packets.receive
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public const ushort OPCODE = 0x0001;
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public const uint PACKET_SIZE = 0x40;
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public static SubPacket buildPacket(uint playerActorID, ulong pingTicks)
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public static SubPacket buildPacket(uint playerActorID, uint pingTicks)
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{
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byte[] data = new byte[PACKET_SIZE-0x20];
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using (MemoryStream mem = new MemoryStream(data))
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{
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using(BinaryWriter binWriter = new BinaryWriter(mem))
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{
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ulong time = pingTicks;
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binWriter.Write(time);
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{
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binWriter.Write((UInt32)pingTicks);
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binWriter.Write((UInt32)0x14D);
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}
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}
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