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RSV

RSV is a placeholder value used for masking the actual value until the player is actually zoned in.
The packet sent from the server upon entering the instance is as follows:
// sent for each rsv string
struct RsvPkt {
UInt32 value_size; // len(without_nul_char(value))
char key_str[32]; // null terminated
char value_str[1024]; // null terminated
}

Pseudocode

void OnRsvPktreceived(RsvPkt pkt) {
// e.g.) "_rsv_29752_-1_1_C0_0Action"
var key = ReadCString(pkt.key_str);
// e.g.) "Alternative End"
var val = ReadCString(pkt.value_str);
rsvMap[key] = val;
}
string GetActionName(int row) {
var val = table[row, col];
if (rsvMap.Contains(val)) {
var key = val;
return rsvMap[key];
} else {
return val;
}
}