Yes, I have no control over where the player's computers are. Counting hops was the only way I could come up with to get an easy measure of connection speed without giving everyone the whole list and asking them to measure the speed.<br>
<br>I thought about asking their systems to measure the speed then cache it. I'm not sure how often topology changes or if dynamic routing might invalidate my stored results though.<br><br>Thanks for the help with this.<br>
<br><div class="gmail_quote">On Mon, Jan 11, 2010 at 8:26 AM, Ruud van Gaal <span dir="ltr"><<a href="mailto:ruud@racer.nl">ruud@racer.nl</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
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<div dir="ltr" align="left"><span><font size="2" face="Arial" color="#0000ff">Aha, you're not on the original computer.
:)</font></span></div>
<div dir="ltr" align="left"><span><font size="2" face="Arial" color="#0000ff">In that case, depending on how many computers need to check
how many computers, I'd opt for algorithm #1. Counting hops doesn't really say
much I think, also depending on how much you know of the topology involved. If
all computers are under your control, counting hops can work, but I assume
you're talking about computers randomly on the internet?</font></span></div>
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