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.

This commit is contained in:
Filip Maj 2016-01-28 23:25:11 -05:00
parent 5c8277fbb9
commit 45b9f9a064

View file

@ -14,16 +14,16 @@ namespace FFXIVClassic_Map_Server.packets.receive
public const ushort OPCODE = 0x0001;
public const uint PACKET_SIZE = 0x40;
public static SubPacket buildPacket(uint playerActorID, ulong pingTicks)
public static SubPacket buildPacket(uint playerActorID, uint pingTicks)
{
byte[] data = new byte[PACKET_SIZE-0x20];
using (MemoryStream mem = new MemoryStream(data))
{
using(BinaryWriter binWriter = new BinaryWriter(mem))
{
ulong time = pingTicks;
binWriter.Write(time);
{
binWriter.Write((UInt32)pingTicks);
binWriter.Write((UInt32)0x14D);
}
}