>> 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)
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