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The 0x02 packet
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07-28-2009, 02:42 PM,
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The 0x02 packet
When you look at your packets logs, you will very often see a "0x02 packet" from client.
This packet can have 2 "meanings". The first is , that it acknolegde a receiving from a server packet. The second is a "ping" answer. And depending on the flag that is set , it can request the SimTime, so you get the Answer "82" + 4 bytes Sim Timestamp. At the beginning i had problems to understand how they work, cause if you are in the world and dont moove they are permanent send. So now i understand the technique of it a little bit : if you dont moove or turn your character, the server updates all objects in your near permanent (for a example: other players, mobs etc.). If there is no other object in the near, the server does this update not so often (only every 1 or 2 seconds). If you now would moove your character, the client send that the client wants to moove from position X to position Y. And Server says something like "okay lets him do". Another interesting thing is that the server syncronize with the client the players position, means when a client moove and the position isnt right, the server corrects the client position . However, if an object change or the player moove the server updates all objects / add objects that are in your range . |
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The 0x02 packet - by Neo - 07-28-2009, 02:42 PM
RE: The 0x02 packet - by rajkosto - 07-28-2009, 05:39 PM
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