PlaneShift
Gameplay => Wish list => Topic started by: zanzibar on October 14, 2006, 05:39:36 pm
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/ping shows latency, but would it put much strain on the server to have a /lag command which would show server to client and client to server packet loss?
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I like this idea. There have been times when the game has slowed down for me so much and I've never been able to pin down what it was.
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While a ping is a simple matter of "query and response", counting packet loss requires more effort.
Both server and client would have to count the number of packets they send and receive, and then compare them on request. Plus "fallback mechanism" in case the packet transmitting the numerical information gets lost.
Note that the packet loss ratio given on the server select screen is different too, the client pings the server constantly there and counts how many answers it gets, so this takes only one direction into account.