Proper Ping

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Proper Ping

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Measure and display ping properly

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Minecraft

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About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
proper_ping-1.20.1-1.0.0.jar
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Fabric and newer Minecraft versions coming soon.


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

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 config with default values: 
["Ping HUD"]
      #Enable ping HUD
      pingHudEnabled = true
      #Additionally show 5 last ping values
      showPingQueue = false
      #Draw text with a shadow
      drawTextWithShadow = true
      #Draw ping either on the left side (true), or on the right (false)
      leftOrRight = true
      #How many scaled GUI pixels to start drawing from the edge of the screen
      #Range: > 0
      horizontalPadding = 4
      #On which line counting from the top to start drawing from
      #Range: > 0
      lineFromTop = 1
      #How many scaled GUI pixels to start drawing from the top of the screen
      #Range: > 0
      verticalPadding = 4
   
   [Other]
      #Show numbers in milliseconds in player list
      playerListNumbers = true

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.

Fabric and newer Minecraft versions coming soon.


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 config with default values
["Ping HUD"]
	#Enable ping HUD
	pingHudEnabled = true
	#Additionally show 5 last ping values
	showPingQueue = false
	#Draw text with a shadow
	drawTextWithShadow = true
	#Draw ping either on the left side (true), or on the right (false)
	leftOrRight = true
	#How many scaled GUI pixels to start drawing from the edge of the screen
	#Range: > 0
	horizontalPadding = 4
	#On which line counting from the top to start drawing from
	#Range: > 0
	lineFromTop = 1
	#How many scaled GUI pixels to start drawing from the top of the screen
	#Range: > 0
	verticalPadding = 4

[Other]
	#Show numbers in milliseconds in player list
	playerListNumbers = true

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.

Screenshots

Gallery

  • Settings
    Settings Config, in-game visuals and live editing courtesy of MrCrayfish's "Configured"
  • Basic ping display
    Basic ping display Default settings, the fps element is from Magnesium/Rubidium Extras
  • Full display
    Full display Optional queue of last 5 latency values, hud element on the right side of the scree + numerical values in the player list
  • Settings
    Settings Config, in-game visuals and live editing courtesy of MrCrayfish's "Configured"
  • Basic ping display
    Basic ping display Default settings, the fps element is from Magnesium/Rubidium Extras
  • Full display
    Full display Optional queue of last 5 latency values, hud element on the right side of the scree + numerical values in the player list

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