Why does this exist

Sort:
AndrewGaming587

Notice: I may or may not go into a bit of a rant in this topic, if I do, I apologize in advance.

I play a lot of bullet and hyperbullet, so I see this a lot:

You ran out of time before making your move 20... Nxd4
: (

I just do not know why this exists. When I play a move, I expect the move to actually move, not get taken back 0.31289623 seconds later. I understand that the Chess.com servers do a lot at once, handling thousands, possibly millions of live games at one time. But I just feel that it would be better that if a player's time runs out on the client, then they should lose (or draw, timeout vs insufficient material) immediately, not have a short delay where it waits for the server's clock to run out before actually ending the game for the player. And to avoid cheating by modifying the clock, the server should send a message to the client if the server-side clock runs out but the client-side clock doesn't, telling the client to end the game.

I feel that should easily be accomplished as it should not be a lot of code, but even if it isn't that simple, it would still help mine and others' mental stability (because I get even more upset when I flag and receive the "you ran out of time before making your move" than when I flag without that message.)

Martin_Stahl
AndrewGaming587 wrote:

Notice: I may or may not go into a bit of a rant in this topic, if I do, I apologize in advance.

I play a lot of bullet and hyperbullet, so I see this a lot:

: (

I just do not know why this exists. When I play a move, I expect the move to actually move, not get taken back 0.31289623 seconds later. I understand that the Chess.com servers do a lot at once, handling thousands, possibly millions of live games at one time. But I just feel that it would be better that if a player's time runs out on the client, then they should lose (or draw, timeout vs insufficient material) immediately, not have a short delay where it waits for the server's clock to run out before actually ending the game for the player. And to avoid cheating by modifying the clock, the server should send a message to the client if the server-side clock runs out but the client-side clock doesn't, telling the client to end the game.

I feel that should easily be accomplished as it should not be a lot of code, but even if it isn't that simple, it would still help mine and others' mental stability (because I get even more upset when I flag and receive the "you ran out of time before making your move" than when I flag without that message.)

The live server process holds the official clocks. When you send a move to the server and it receives it after the official clock is out, after accounting for allowed lag, then you'll get that message. Sending and receiving traffic is not instantaneous, so it's very possible there was time on the server clock either just before or when you click submit but not by the time it reaches the server (and gets adjusted) so there isn't sufficient time to alert of that fact in advance.