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(pingID just being the number of the ping message and fasterPingRequirement being whether not to skip every second ping, which currently seems to be always set to false)
note: pingID is only used here, and the ids in pings/pongs are the message ids of the party who is sending them :-)
The text was updated successfully, but these errors were encountered:
New ping/pong messages
The ping and pong messages have been modified, now instead of being
0xB00B
and0xB00C
, they are created as follows:0x0B
+ a blob consisting of the message id of the client (as a uint32)0x0C
+ a blob consisting of the message id of the server (again as a uint32)note: the message ids are basically like the ones of the extracted tag message's ids
Other findings about the messages
There seems to be a new "feature" that makes pings rarer. It skips every second ping, by doing this:
(
pingID
just being the number of the ping message andfasterPingRequirement
being whether not to skip every second ping, which currently seems to be always set tofalse
)note: pingID is only used here, and the ids in pings/pongs are the message ids of the party who is sending them :-)
The text was updated successfully, but these errors were encountered: