- summary: Asks for the pings currently placed in your fight. Sent empty when the fight map loads and when the 'see pings' option changes.
- area: Game.Ping
Asks for the pings currently placed in your fight. Sent empty when the fight map loads and when the 'see pings' option changes.
Kind request · Area Game.Ping
Asks the server for the pings currently placed in your fight. The answer is
FightPingsEvent, a full snapshot.
HOW TO SEND IT
1. SEND IT EMPTY. The client never writes a member; the bool some builds
declare is padding and stays unset (the capture shows an empty payload).
2. Send it when the fight map has loaded. The client sends it from the same
map-loaded notification that sends ContextReadyRequest and
MapInformationRequest - in the observed fight start it left in the same
millisecond as ContextReadyRequest, just before it.
3. The client also sends it again when the player changes the "see pings" option,
and when a ping-file event tells it to refresh.
4. Replace your ping state with the FightPingsEvent that answers it.
OBSERVED (3.7.8.7, fight start against monsters): sent at the fight map load, answered
27 ms later by an empty FightPingsEvent.
When you may send it
- Requires
context_readyinferred - Raised by: a client-side state change: the map-loaded notification that also sends
ContextReadyRequest(observed at fight start); also the player changing the 'see pings' option, and an inbound ping-file refresh proven
Related messages
- You will then receive
FightPingsEventobserved — the snapshot answering it, 27 ms later, 1 of 1 observation (fight start, 3.7.8.7)
No fields you may set.