06-30-2021, 04:47 PM
(This post was last modified: 06-30-2021, 04:56 PM by solo_player123.)
Agma Leaks: Agma ping = FAKE!!!
- The ping is only updated every 10 seconds which makes it EXTEREMLY inaccurate
- and it's also not even the real ping but just a server-side estimation
Below there is a screenshot of the (refactored*) code, you can clearly see that it simply uses a value sent by the server.
Definition ping/round trip time := Time to send a message (packet) from the client (your pc) to the server + server processing time + time to send the response message from the server to the client (your pc)
So how can the server send the ping to the client?? Well it can't, Agma is simply estimating here, and either doing an estimation on the server (fakePing = 2 * realPing), or even worse, not even doing any estimation, so that what is displayed as the ping in reality is only half of the ping!!!
* Refactored = The code of the Agma client is obfuscated ("encrypted", sort of), so this is an edited version of the code to make it readable
- The ping is only updated every 10 seconds which makes it EXTEREMLY inaccurate
- and it's also not even the real ping but just a server-side estimation
Below there is a screenshot of the (refactored*) code, you can clearly see that it simply uses a value sent by the server.
Definition ping/round trip time := Time to send a message (packet) from the client (your pc) to the server + server processing time + time to send the response message from the server to the client (your pc)
So how can the server send the ping to the client?? Well it can't, Agma is simply estimating here, and either doing an estimation on the server (fakePing = 2 * realPing), or even worse, not even doing any estimation, so that what is displayed as the ping in reality is only half of the ping!!!
* Refactored = The code of the Agma client is obfuscated ("encrypted", sort of), so this is an edited version of the code to make it readable