# Check the quality of player's internet connection in an authoritative match

**URL:** <https://forum.heroiclabs.com/t/check-the-quality-of-players-internet-connection-in-an-authoritative-match/2708>\
**Category:** Runtime Framework\
**Created:** [June 3, 2022, 2:38pm UTC](https://forum.heroiclabs.com/t/check-the-quality-of-players-internet-connection-in-an-authoritative-match/2708 "2022-06-03T14:38:31Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![amuuu](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/amuuu/32/1048_2.png) [@amuuu](https://forum.heroiclabs.com/u/amuuu)\
**Post date:** [June 3, 2022, 2:38pm UTC](https://forum.heroiclabs.com/t/check-the-quality-of-players-internet-connection-in-an-authoritative-match/2708/1 "2022-06-03T14:38:31Z")

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Hello!

I’m looking for a way to measure the quality of players connections in an authoritative match. I was wondering whether there are built-in functionalities for this. Something like a “ping” value for presences.

One way would be to expect the players to send match state messages with certain opcodes in certain timespans as a way to notify the match handler that they’re responsive. (Because there might be a scenario in which the socket is connected, but the player has a poor internet connection.)

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**Author:** ![ftkg](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/ftkg/32/1180_2.png) [@ftkg](https://forum.heroiclabs.com/u/ftkg)\
**Post date:** [June 6, 2022, 3:16pm UTC](https://forum.heroiclabs.com/t/check-the-quality-of-players-internet-connection-in-an-authoritative-match/2708/2 "2022-06-06T15:16:06Z")

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Hello @amuuu,

there’s no built-in functionality for this. You can certainly implement it in the server match handler as you mentioned, but I’d recommend doing it in a custom socket RPC call to calculate the network round-trip time, as you’d be able to use it outside of the match as well.
