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Lag compensation question

Is it normal for me to make a move with 2 seconds left on the clock and have the clock keep counting down until I'm flagged?
Thibault has mentioned before that there's lag compensation but really there seems to be none when I look at the move time graphs of my bullet games where premoves take 0.5-1 second of my time. Whenever I play bullet I feel like I'm at a supreme disadvantage because of my high network latency.
Out of curiosity I've had a look at some of the source code and (correct me if I'm wrong, I'm totally new to Scala) it appears that lag compensation is calculated without taking into account timestamps from the user (i.e. time elapsed on the client machine). This runs into the problem that that the server is only guessing how much time the user has used and it seems to be quite inaccurate at that. There's also an additional problem that if the user has moved with time on his clock and the server's game clock reaches zero before the packets arrive the server erroneously flags the game.
In my experience, lichess lag compensation is not the same as FICS lag compensation. I try to avoid playing no-increment games for this very reason.
Yeah Toadofsky, I get really annoyed playing games without increment here even though I like playing incrementless games in general.
There is about an average (median) reaction time of 215 milliseconds to click a bottom, plus your internet ping. On average, I connect above 92ms and right now, I am at 212ms. So my average is about 152 ms. This adds up to 367 ms per move. Now that is getting close to half a second per move. Add some more milliseconds to think and you have that half or one second per move. Now you can easily assume why people say some people pre-move often or use other means of assistance. Chess on the internet is like playing with two hands. One to move the piece and the other to press the clock. I prefer 2 or 3 seconds incrimination. It makes it feel a bit more like an over the board chess game. I sometimes like to enjoy a game of chess with zero time increment simply to feel the stress or time trouble or simple learning to avoid being in Zeitnot.
Take a look at this stat.
http://www.humanbenchmark.com/tests/reactiontime/stats.php
What bothers me is when I quickly execute a move (or even a premove) and I lose 1-2 seconds. So I play with at least a 2-second increment when possible (e.g. when not playing in a pool or tournament where I can't choose the increment).
Toscani, unfortunately there is a real problem with lichess miscounting the amount of time the player spends to move and I have noticed it many times (others have as well) where one would make a move and the amount subtracted from the clock is incommensurate with the actual time spent.
It's probably favourable to perform clock-usage calculations on the client-side. The main concern is that it will likely be hackable, and would probably need some double-checking on the server side. It's not trivial to solve.
Hi Clarkey. Yes, it's true, using client timestamp data opens up the possibilities for abuse, but as you mentioned, you can just repurpose the current lag-compensation code for cross-checking to make sure the times reported by the client are not too out of line and simply flag those users with consistently suspicious time reporting.
This is pretty much how it's done on ICC ( see here: http://chess.stackexchange.com/questions/5475/how-does-timeseal-work ).

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