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Premove timing

How much time does premove deduct? It was a bullet game and I had mate in one queued in premove - yet I lost on time. The move was also executed on the board and then it showed that I had lost on time... I had 0.00.7 seconds left.
I guess the lag is deducted from your time. I`ve noticed that even though I premove a lot of the game I frequently lose to some players who does not premove as much.
Average geographical/connection lag up to a second is reduced for each move, if the ping varies and rises temporarily you may lose more time for that move.

Premoves is not stored on the server, the browser sends it when it sees the opponent has moved. It takes time for the computer to process this and generate a response.

I tested the software lag on an older and newer machine, both with 100 ms ping and 6 ms ping. In all four cases, the lag for the computer to respond was about 0.1 seconds. This issue is known and it might be solvable in the distant future.
#3, "This issue is known and it might be solvable in the distant future." How? :)
Maybe I don't have a clue what Im talking about, but here goes. Only fixing the premoves would in such a case make normal moves inferior in time pressure. Would it not be better if possible to time stamp every move from when you've seen the opponent's move made to when you have made yours and deduct that from your game time? the game might be a few % longer adding up all the delay, but that extra time will for both players be waiting on their opponent's move. Only possible abuse i can think of is blocking or slowing down your browsers fed somehow and gaining extra time thinking of what 2 do before your opponent move shows. In such a chase there will be a limit, let's say if you exceed a number of cutoffs like 2 or 3 your time stamp will be limited to only deduct the average delay time (or slightly more than average) for moves like say ex 200ms. I hope everyone followed what i said and let me know what you think?
I think the best solution would be to store premoves serverside. A timestamp-feature in the webpage would open up for cheating, as you point out. You could manipulate the webpage code such that the reported moving-time is significantly less than the actual time. It would probably not be difficult to do.
The site really needs to fix the premove problem. I was playing against this guy and he had 0.00.9 seconds left, He played ten moves without a single milisecond deducted from his time. I couldn't execute one move with 0.00.7 seconds left...

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