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
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