Tracing Connections, Multiplayer Debugging

BlitzMax Forums/BlitzMax Programming/Tracing Connections, Multiplayer Debugging

Historical note. It's only called 'tracert' on the PC because of archaic filesystems. Anyhow:

I'd like to build in the ability to trace all the ip's along a route and ping them, in order to build in network play debugging infomation directly into the game.
Due to the connectionless nature of packet switched networks (as opposed to circuit switched networks) this isn't exactly possible.

uses a specifically crafted type of datapacket which BlitzMax natively does not provide.
Really? I thought BlitzMAX exposed all BSD socket functionality (or possibly WinSock on Windows).