>> 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. 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) _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/