Skip to content

Unixkitty/proper_ping

Repository files navigation


Vanilla ping/latency calculation always seemed incredibly inaccurate and delayed to me.

Info

They only send the latency value to clients once every 30 seconds:

public void tick() {
   if (++this.sendAllPlayerInfoIn > 600) {
      this.broadcastAll(new ClientboundPlayerInfoPacket(ClientboundPlayerInfoPacket.Action.UPDATE_LATENCY, this.players));
      this.sendAllPlayerInfoIn = 0;
   }
}

And this is how they "calculate" it:

int i = (int)(Util.getMillis() - this.keepAliveTime);
this.player.latency = (this.player.latency * 3 + i) / 4;

This mod goes around Vanilla and measures latency with a similar custom packet, but takes a proper average of 5 last RTT (round-trip-time) results.

Besides that, it also adds a customizable hud element to always see your ping with options such as:

  • Hide completely
  • Position anywhere on the screen
  • Show last 5 latency measurements in the same hud element
  • Show numerical readings for other players on the server instead of abstract bars (there is a config option serverside to change the frequency of the server broadcasting these values to everyone)

Example of a full display with the last 5 measurements turned on, numerical player list values, positioned on the right side of the screen:


FAQ

Q: Forge?

A: Forge.

Q: Can I include your mod in a video?

A: As long as you include a link to the mod/modpack (if it happens to be in one), absolutely

Q: Can I add your mod to a modpack?

A: CurseForge/Modrinth modpacks are cool.

About

Small Minecraft mod with custom network latency calculation and customizable display

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages