On Feb 3, 2009, at 7:08 PM, Darren Cook <dar...@dcook.org> wrote:
The server could also run traceroute before and during the game to
get a
fair idea of what is reasonable net lag for that particular client.
Couldn't traceroute also be used with server-side timekeeping? The
server could credit the player for trusted hops in the traceroute.
Probably only the last hop would be untrusted.
Yes, though it usually takes 10+ seconds (*) to complete, so not
something that can be run every move.
Traceroute uses ICMP messages with ever increasing TTL. It is trivial
to implement. Sending multiple simultaneous messages or just the
important TTL would make it practical. In some areas of the world, the
biggest lag is on the client's first hop, so this can't completely
solve the problem.
Darren
*: All waiting, no CPU load:
$ time traceroute www.google.com
(tells me 56ms, 47ms, 47ms, and 11 hops; peak was 97ms on first try
to
the 10th hop)
real 0m9.297s
user 0m0.000s
sys 0m0.004s
--
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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