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 Post subject: PXO's Ping functionality
PostPosted: Fri Jun 25, 2004 2:08 pm 
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I was wondering if PXO used some proprietary ping system. I'm thinking it does because some servers do not allow ICMP, and blackhole the request. Does PXO send a certain character sequence to the server on the port that the server is using in order to get a reply? If so, may I have this character sequence for use in my application?

(I'm pretty much asking WildWolf about this, but wanted it to be a public question...)


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 Post subject:
PostPosted: Fri Jun 25, 2004 3:44 pm 
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It might piggyback the ping within another packet to save time/size.


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 Post subject:
PostPosted: Fri Jun 25, 2004 8:09 pm 
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Blah! I hope not.


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 Post subject:
PostPosted: Fri Jun 25, 2004 8:47 pm 
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If Marek was around you could ask him. I know he did some packet sniffing with PXO.


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 Post subject:
PostPosted: Sun Jun 27, 2004 8:02 am 
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It simply times the game status query.

The client first requests the list of active games (ones sending heartbeats) from PXO, then queries each one to get player counts.


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 Post subject:
PostPosted: Sun Jun 27, 2004 8:57 am 
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Location: Camping the energy center. BTW, did you know you can have up to 100 characters in this location box?
And you might also notice that in D3 pings are always at or near some multiple of 50 MS because all of D3s menus are capped to 20 FPS. The accuracy of the timer is limited to 50 MS.


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 Post subject:
PostPosted: Mon Jun 28, 2004 9:15 am 
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Oh, well that's easy. I'll have to install my sniffer again to get the syntax to query the game for player count/player names, etc. (Unless someone already has it documented)


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 Post subject:
PostPosted: Tue Sep 21, 2004 1:06 pm 
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Btw I have a feature request for D3 Alias.

It would be sweet if you could automatically pause and unpause certain windows services when you launch d3!

Right now I'm using a batch file.


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