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Is there a way to measure ping with JASS?

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Level 11
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Jun 2, 2004
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The game does its very best to maintain the same gamestate between connected players, and this includes JASS variables. As such, it's very difficult to get things into the JASS context without a desync. There's probably a way to accomplish it through GetLocalPlayer and the memhack tools, but it'd be a lot of work and very prone to errors.

Any particular reason you'd want this in the first place? The regular game has decent tools for dropping lagging players, and bots have lots of additional tools for measuring ping, messing with latency, and dropping players.
 
Level 7
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Jul 21, 2016
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49
The game does its very best to maintain the same gamestate between connected players, and this includes JASS variables. As such, it's very difficult to get things into the JASS context without a desync. There's probably a way to accomplish it through GetLocalPlayer and the memhack tools, but it'd be a lot of work and very prone to errors.

Any particular reason you'd want this in the first place? The regular game has decent tools for dropping lagging players, and bots have lots of additional tools for measuring ping, messing with latency, and dropping players.
Not a really good reason. To win at this goofy map I'm currently trying to put together you need to get the most points. There's all kinds of nonsensical ways to get points, one of which I was thinking would be to get points for low ping and lose points for high ping. Looks like measuring latency is something too complicated for just a crappy joke.
 
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