Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Hop-count filtering: an effective defense against spoofed DDoS traffic
Proceedings of the 10th ACM conference on Computer and communications security
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Networking and Online Games
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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In first person shooter (FPS) games the round trip time (RTT) between a client and server influences player decisions on which server to join. Game servers do not accurately log the RTT of potential clients who only probed the server. We describe a simple, active method of estimating the RTT and hop-count between server and client when armed only with each client's IP address. For rough approximations this scheme works days or weeks after client IP addresses were collected. We illustrate using data gathered from a Wolfenstein Enemy Territory server operating in Australia, providing after-the-fact comparisons between the RTT and hop-count distributions of clients who probe a server versus clients who actually join a server and play.