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Farming Simulation · Mobile Game

Hay Day Proxy: Measurement, Packet Loss and Setup Scope

On the network side, Hay Day is a patient game: moves are written to the server, timers run there, and a few hundred milliseconds of difference does not spoil the experience. This page explains what a proxy adds to that picture, how to read packet loss correctly, and where UDP relaying stops.

Topics covered in this guide

01
The truth about latencyMeasuring the share the extra hop adds to the total time, and the limits of the rare exception.
02
Loss diagnosisSeparating packet loss from latency and reading measurement results correctly.
03
UDP relayingSetting up SOCKS5 UDP ASSOCIATE and its practical scope limit.
04
Scope decisionWhere to apply the rule and how to choose the exit type.

The Hay Day client talks to the network constantly but sparingly. Planting a crop, starting production or completing an order sends a small request to the server; timers run on the server, not on the device. This design makes the game tolerant of latency and shifts the proxy discussion onto different ground than real-time games.

There are three topics below. What exactly does an intermediate hop add to the total time, and can it be measured? How much of a connection problem is latency and how much is packet loss, and how do you tell them apart? Does SOCKS5's UDP transport capability come into play in this game?

Let us be clear from the outset: a proxy is not an accelerator. Because it adds an extra hop, it usually lengthens the time. What you should expect from it is not speed, but a controllable path.

When does the network speak during a session?

When the app opens, the first job is establishing a session: the client performs a TLS handshake, identifies itself with a token stored on the device, and asks the server for the farm's current state. This first step is the busiest network moment of a session; afterwards traffic thins out quickly.

The second stage is state synchronisation. Every move goes to the server as a small request and the current state comes back in return. The third stage is the social layer: neighbour visits, the roadside shop and trades also run through the server, with no direct device-to-device connection. The fourth is background sync; when the app is brought to the foreground, how far the timers have progressed is read from the server.

What this cycle means for a proxy is this: traffic consists of small pieces and bandwidth is rarely the bottleneck. What matters is the round-trip time of each small request. When a proxy adds a fixed share to that time, it goes unnoticed on a single request; on a screen that fires fifteen requests in a row, the accumulated latency becomes visible.

Note

Because timers run on the server, changing the device's clock or connection does not affect production times. This is a direct consequence of the server-authoritative architecture.

DIAGRAMThe network cycle of a session
The network cycle of a sessionA four-stage cycle: session setup, state sync, visits and trades, background sync.CYCLELaunch and sessiontoken validationState synchronisationsmall requestsVisits and tradesvia the serverBackground syncreading timersSessioncycleTimers run on the server; the client only reads and displays the state.

Traffic is cyclical and made of small pieces; what matters is not volume but the round-trip time of each request.

Measuring the share the extra hop adds to the total time

The total time of a proxied request breaks into three parts. The first is the distance between you and the proxy server, the second the distance between the proxy and the game server, and the third the load the proxy is carrying at that moment. On a direct connection the first part does not exist; when a proxy is added the path splits into two legs and the total almost always grows.

In other words, the extra hop increases the measured time; do not expect the ping value to drop. The only exception to the rule is the rare case where your default route is needlessly long and the proxy sits on a more direct backbone. That is not a promise but an exception that cannot be assumed without measurement, and it can only be confirmed by comparative measurements to the same target over both paths.

There is a simple way to set the measurement up properly: first take a reference with the proxy off, then repeat the same test with the proxy on, and do both at the same time of day. Do not decide based on a single measurement, because load in shared pools changes over the course of the day. For the definition of the concept see what proxy latency is and for practical measurement steps see how to test proxy speed article.

In this game the tolerance threshold for added latency is high. A crop-planting request coming back half a second late does not spoil gameplay. Tolerance narrows on screens that fire many requests back to back: as a long order list or a visit flow opens, latency accumulates and becomes visible.

Seeing where the time accumulates

Seeing a request's total time as a single number makes diagnosis harder. The stacked breakdown in the diagram shows which stages make up that same time, in relative shares: the leg from you to the proxy, the leg from the proxy to the game server, the handshake and queue time during session setup, and the server's processing time.

The practical value of this breakdown is that it tells you which share you can shrink. The server's processing time is not in your hands. The handshake share drops when connections are reused; it grows in setups that create short-lived sessions. The length of the two legs, meanwhile, is a direct result of your location choice, and that is your only real lever.

The numbers in the diagram are relative weights, not measurement results. If you want to see the real distribution in your own setup, the method is this: measure the same target with and without the proxy, note the difference, then change the exit's country and repeat. Three measurements tell you more than a single guess.

There is one more overlooked side to this breakdown: these shares do not repeat in the same proportion on every request. On the first connection the handshake share is high; when the same connection is kept open and reused, that share almost disappears and only the two route legs remain. That is why a screen's first load can look slow while its subsequent requests look markedly fast. When measuring, treat the first request separately from the ones that follow; rolling both into a single average produces a misleading number.

DIAGRAMThe relative breakdown of total time
The relative breakdown of total timeA four-part stacked bar: two route legs, the handshake share and server processing time.ACCUMULATIONFrom you to the proxy server30 pointsFrom the proxy to the game server40 pointsHandshake and queue15 pointsServer processing time15 points100 points in totalThe server's processing time is not in your hands; your real lever is the length of the two route legs.

The shares are relative weights, not measurements; the breakdown shows which share you can shrink.

Exit options for a Hay Day setup

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Packet loss or latency? Telling the two apart

Behind what users call "the game is stuttering" there are usually two different phenomena. Latency is a packet taking a long time to arrive; loss is a packet never arriving at all. The symptoms look similar but the remedies differ: for latency, location choice is decisive; for loss, the quality of the line or the exit is.

The most practical way to tell them apart is repeated measurement. A one-off measurement gives you an average; the real information is in the distribution. If most measurements sit close together with spikes in between, there is loss or retransmission. If all the values are high but close to each other, that is not loss but distance. Ping test Running the tool several times in a row and looking at the spread of the results gives you this distinction quickly.

Watch out for three pitfalls when reading a measurement. First: an ICMP measurement to a proxy server measures only the first leg, not the path all the way to the game server. Second: many networks treat ICMP packets as low priority, so the measurement can look worse than real application traffic. Third: the source of loss is most often your own line, not the proxy; do not blame the exit before comparing your local wireless connection against a wired test.

ObservationMore likely explanationNext step
Values high but stableDistance and route lengthTry a closer exit location
Sharp spikes in betweenLoss or retransmissionRepeat the same measurement from a different line
Bad only in the eveningCongestion in a shared poolCompare measurements at different hours
The exit does not respond at allUnreachable endpoint or closed portWith the proxy checker tool verify that it is alive

Does SOCKS5 UDP relaying come into play in this game?

SOCKS5 supports UDP transport via UDP ASSOCIATE The client establishes a TCP control connection with the proxy, the proxy announces a UDP relay address of its own, and datagrams are sent wrapped in a small header carrying the destination information. When the control connection closes, the relay ends too; in other words the UDP flow depends on a TCP session staying up.

This mechanism has two known constraints. First, because the encapsulation adds bytes to every datagram, fragmentation behaviour along the path can change. Second, and more decisive, support has to be present on both sides: the server must enable the relay and the client must be able to speak SOCKS5. It is unusual for a mobile game app to embed a SOCKS5 client.

On the Hay Day side the practical impact of this limit is low, because the traffic the game carries is mostly HTTPS requests, and those run over TCP. The HTTP proxy's CONNECT method also carries TCP only; a transport running over UDP does not enter that tunnel. If you want to see in detail how the relay is set up, SOCKS5 UDP support article explains it step by step.

One more detail matters for diagnosis: in SOCKS5, where name resolution happens depends on the client. If resolution happens on your network, the destination names are visible to your local server, and a distribution node close to you may be chosen while the connection is made from another country. When those two conflict, the route grows needlessly long. For the distinction between the two, where DNS is resolved in SOCKS5 article.

Which need corresponds to which setup point?

The setup decision starts from the need, not from the product. If you are running a temporary test on a single device, the proxy field in the wireless network settings is enough; that field accepts an HTTP proxy, applies only on that network, and stops working when you switch to mobile data. If you want to cover every device at home, the router level is the right place, but it becomes harder to work out which device is affected when something goes wrong.

If you use an Android emulator on the desktop, the most flexible option is there: operating system settings and per-app routing can be used together, and you can choose which process leaves through the tunnel. On the other hand, the emulator environment does not behave exactly like a real device and the setup takes more effort.

The fourth need is measurement and verification only. For that there is no need to route the game at all: defining a proxy in a browser profile and opening verification pages is enough to see that the exit is up and that it comes out of the country you expect. This is the cheapest way to try an exit before committing to a permanent setup.

When making your choice, weigh the cost of undoing it as much as its scope. A setting written into a browser profile can be removed in seconds; a rule written into the router affects the whole household, so when it goes wrong it takes a long time both to notice and to fix. Doing the permanent setup only after validating it with a temporary one removes that cost from the outset.

Whichever path you choose, verify two things after setup: that your exit address is where you expect it to be, and that your name resolution is not leaking. For the second, DNS leak test is used; if there is a leak, the route may turn out different from what you expect.

DIAGRAMChoosing the setup point according to your need
Choosing the setup point according to your needA diagram branching from a single decision box into four setup options.DECISIONWhat do you need?A temporary test on a single deviceAn HTTP proxy is written into the wireless network settings; invalid on mobile datanarrowEvery device in the houseDefined on the router; broad scope, harder diagnosisbroadAn emulator on the desktopSystem settings and per-app rules can be used togetherflexibleMeasurement and verification onlyVerification pages are opened from a browser profiletemporaryIf you are only going to measure, verifying from a browser profile without routing the game at all is enough.

The setup decision starts from the need; each option differs in scope and in how easy it is to diagnose.

Exit type, data caps and the cost on the battery side

Because traffic is small and frequent, this game does not demand high bandwidth. That simplifies the exit type decision: stability is worth more than raw speed. Datacenter or ISP exits suit this profile; unless you have a reason to need the behaviour that mobile carrier exits imitate, you do not need to pay for a metered, expensive exit.

Exit typeIts fit in this gameWhat to watch for
DatacenterSufficient for small, frequent requestsIts classification is plainly visible
ISPStatic address, stable behaviourPool diversity is narrow
ResidentialA real subscriber lineSpeed and continuity depend on the line
MobileOnly if you have a specific reasonHigh data cost, variable latency

On the data cap side, the main load is carried not by the game itself but by updates and asset packs. When planning a monthly allowance, tying consumption to update frequency rather than play time gives a more accurate result. If you use a mobile exit, how speed and latency expectations take shape is covered in mobile proxy speed and latency article.

There is one more invisible cost on the device side: the battery. Connections established through a tunnel take longer, reconnection attempts increase, and the radio stays active longer. A routing rule left permanently on a phone should be thought of as a fixed cost. For a method to calculate data usage, see bandwidth calculation article.

Where responsibility ends and when routing is unnecessary

Routing does not change the rules of the game. Account ownership, purchase terms and community rules apply regardless of where your connection comes out. Managing multiple accounts, automated play or interfering with platform security measures fall outside the scope of this page and are against the terms of service.

The cases where routing is reasonably justified are clear: using a registered, fixed address when leaving a corporate network, measuring the source of connection problems comparatively against your own line, verifying how the interface looks in another country, and separating your exit address for privacy reasons. None of these tries to influence in-game outcomes.

The case where it is unnecessary is the most common one. If you play from your own country, on your own line, with a single account, adding an intermediate hop only adds latency, cost and variables. For those who want to try free lists, the limits are clear too: you do not know who operates the server and stability is low; a breakdown of the risks is in what is a free proxy article.

Warning

Before configuring anything on a school, corporate or guest network, read that network's acceptable use policy. Being technically possible does not mean being permitted.

Frequently asked questions about Hay Day and proxies

01Does a proxy speed up the connection in this game?

No. Because the path is split into two legs, the measured time grows in most setups. The game tolerates latency well, so the difference usually goes unnoticed, but expecting a speed-up is not a valid reason to use one.

02What do the occasional spikes in my measurements mean?

If most values sit close together and you see sharp spikes in between, that is a sign of loss or retransmission. If every value is high but stable, the explanation is distance. To see the difference, repeat the measurement several times and look at the distribution.

03What does a ping test to the proxy server actually measure?

Only the first leg, between you and the proxy; it says nothing about the path between the proxy and the game server. Many networks also treat ICMP packets as low priority, so the result can look worse than real application traffic.

04Will UDP traffic be carried if I use SOCKS5?

Only if the proxy server UDP ASSOCIATE has relaying enabled and the client can speak SOCKS5. Mobile game apps rarely satisfy the second condition; since this game's traffic runs mostly over TCP, the impact of that limit is low.

05Does changing my device's clock or network affect production timers?

No. Timers run on the server side and the client only reads the result. This is a direct consequence of the server-authoritative architecture and is independent of the connection path.

06Which exit type avoids unnecessary cost in this game?

Since traffic is small and frequent, a stable ISP or datacenter exit does the job in most scenarios. Unless you have a specific reason to need mobile carrier behaviour, paying for a metered mobile exit is money spent for nothing.

07Do I lose progress when my connection drops?

Not if the move was processed on the server; when the client reconnects it reads the state back from the server. Loss only occurs when the request never reached the server at all, and that becomes visible when the game is reopened.

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