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...)
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.
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)