Difference between revisions of "Game Opcodes:Ping"
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| colspan="4" style="background:#CEE0F2" | '''pingValue''' | | colspan="4" style="background:#CEE0F2" | '''pingValue''' | ||
− | | | + | | 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 |
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! 0x10 | ! 0x10 | ||
− | | | + | | 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 |
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[[Category:Unfinished]] | [[Category:Unfinished]] |
Latest revision as of 13:31, 30 June 2019
A ping from the client to make sure it is still connected and measure latency.
- Opcode - 0x001
- Source - Client
- Data Size - 0x18 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x000 | uint32 | 4 Bytes | pingValue | Incrementing tick value that the server should send back on it's pong. |
Notes
Visual Layout
Game Opcode layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | pingValue | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | |||
0x10 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 |