RUN A NODE
A node is the pingrank CLI recording while you play. It reads
documented OS APIs only — no packet-capture driver, no process access, safe
next to anti-cheat — and nothing is submitted unless you say so.
# waits for a known game, samples its servers every 10s until it exits > pingrank record # or record and share the session when it ends > pingrank record -share
# see exactly what would be sent, byte for byte — sends nothing > pingrank submit <session> -dry-run # submit a stored session to the leaderboard > pingrank submit <session>
# classify your Internet access: CGNAT, NAT64, 464XLAT, DS-Lite, native…
> pingrank access
The result explains how your ISP hands you the Internet — address sharing affects hosting and peer-to-peer, and the leaderboard splits rankings by it.
A submitted session is per-segment derived stats (latency percentiles, jitter, loss), the game ID, client version, and access-path evidence, plus a random 128-bit installation ID generated locally — no MAC address, hardware ID, or account. The backend uses your IP once, in memory, to derive your ISP's ASN, then discards it. Exact addresses and source ports are stripped before anything is stored, and public tables only show rows backed by at least five distinct nodes.