SID_PING
| Protocol | BNCS |
|---|---|
| Directions | Client → Server and Server → Client |
| Used by |
Measures latency. The server sends a value and the client sends the same value back.
Client → Server
Sent in reply to the server's SID_PING.
| Type | Field | Notes | Confidence |
|---|---|---|---|
UINT32 |
Ping value | The value from the server's SID_PING. |
✅ Verified |
Server → Client
Sent as soon as a game client connects, and again from time to time.
| Type | Field | Notes | Confidence |
|---|---|---|---|
UINT32 |
Ping value | Any value the server chooses. The client returns it unchanged. | ✅ Verified |
Remarks
The time between the server sending SID_PING and the client's reply is the latency shown beside each user in a channel list.
Some clients and bots wait for this message before they continue logging on, so a server should send it as soon as the connection opens instead of waiting to be asked.
Appears in
Sources and credits
- Command Center: bnetccd session handling: sends
SID_PINGon connect, tested with real clients - BNETDocs, SID_PING (client to server): documented by the original BNETDocs contributors.
- BNETDocs, SID_PING (server to client): documented by the original BNETDocs contributors.
This page is written in our own words. BNETDocs is credited for its research; none of its text is copied. See Credits.