24 ms·
I suspect the “l” parameter is for observed latency as the client displays observed latency from the server.
by d4rti 2y ago
I suspect the “l” parameter is for observed latency as the client displays observed latency from the server.
- lxgr 2y agoLichess also compensates for latency to some extent. To do that, the server needs some measure of “how long does the client think the player actually took to make a move”, to later subtract latency not attributable to actual thinking from the clock.