i like how simple ICMP hacking is.
large trunk lines might be the only ones worth trusting as secure, but
it's a good start.

again, i'd rather move away from absolute time, which i find horrendous.

On Tue, Feb 3, 2009 at 4:21 PM, Jason House <[email protected]> wrote:
> On Feb 3, 2009, at 7:08 PM, Darren Cook <[email protected]> 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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-- 
- Ryan
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