Again, the problem is most people who are agreeing with OP's evidence do not have a firm grasp of how data transfer over the internet works. Not trying to insult anybody here, but it is evident from previous posts.
Lets say the Rolling Player has a 20ms ping, Racer A has a 30ms ping, and Racer B has a 100ms ping.
Racer A is going to receive the Rolling Player's message 25ms after the Rolling Player typed /random (10ms for it to get to the server, and 15ms for it to get to Racer A).
Racer B is going to receive the Rolling Player's message 60ms after the Rolling Player typed /random (10ms for it to get to the server, and 50ms for it to get to Racer B).
This means Racer A will always have at least a 35ms advantage over Racer B, as long as their internet situations do not change. There is NO WAY around the data transfer problem, until there is a leap in technology.
And this isn't even taking into account the other factors, such as screen refresh rate, the player's actual reaction time, etc.
If we DID have all of that data, we could figure out if a racer had faster than average reaction time, because we would know exactly when each player saw the message, and account for that.
This isn't to say I am for cheating. I simply understand that there is no reasonable way in which a GM can make a decision, which is probably why they haven't acted. I feel sorry for OP, because he would have saved a lot of time in his research if he had understood this first.
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