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Do number of spectators or followers cause any move submission delays?!

Hi all

This was streamed live today, and there are witnesses that I played 37 Ba4 immediately or at least tried to

http://en.lichess.org/WgiJzGpg#79

Is there a possibilty of introducing "time seal" so this can't happen?! The move time cost is given as 10 seconds - I did notice the move wasn't registered for what seemed to be an eternity.

I am not sure if I lost Internet connection or something - or could it be the number of spectators for that particular game?! It was an intense part of the tournament - is it possible the number of spectators or combined followers of the two players in question can cause an artificial delay?! If this is the case, can there be an option to not show spectators, or minimise the "relay overhead" to spectators or followees on the site.

Is another possibility to introduce some sort of client "time seal" - so the exact time a move is played is recorded by the client side?!
Creating a time seal might open up easy ways to cheat. If i set up my client side to claim all my moves were actually made in 0.5 seconds, I'd be able to spend as much time as I wanted with no repercussions.
#2 Could it be a trusted .exe or something given by the site, and checksummed or something so that it cannot be tampered with?!

The other possibility I mentioned though might be more practical - is it possible the number of specators of a particular game can cause any unexpected delays?!
BTW I found this article on timeseal progams:

www.unix-ag.uni-kl.de/~chess/soft/timeseal/timeseal.txt

"WHAT IS TIMESEAL?!

Timeseal is a program that has been developed to improve chess play
timing on the Internet.

Netlag often causes players to lose valuable seconds or even minutes on their
chess clocks. "

I sure did lose valuable seconds. Basically losing 10 seconds on ba4 kind of cost me the game and the tournament victory.

I know I am probably asking the near impossible but any improvements in this area would be most welcomed by the more competitive bullet players especially.
Ive seen games with over 100 spectators and not really noticed anything abnormal with the players, but when there is a high volume, the tournament page and the game page lag out REALLY bad
:\

I don't know where to get started with how much this won't work.

1. You'd be breaking the sandbox environment that browsers are designed to run with. This is a massive security risk.

2. You'd be limiting compatibility. Lichess runs in a browser, as long as your browser supports web-sockets you're good to go. I don't know how it'd even be conceivable to get that kind of support otherwise.

3. You'd be forcing lichess to become closed source as it's the only way for it to not be manipulated. It's pretty hard to trust clients to not lie.

I can't really offer any better solutions unfortunately.
4. You'd be forcing people to install third-party wares.

There is lag compensation on lichess. And it's pretty much as good as it gets for an open source solution that can't be manipulated.

We have considered these options in the past.

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