Could I have some performance test data? - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Cuberite (https://forum.cuberite.org/forum-4.html) +--- Forum: Discussion (https://forum.cuberite.org/forum-5.html) +--- Thread: Could I have some performance test data? (/thread-1888.html) |
RE: Could I have some performance test data? - leozzyzheng - 04-26-2015 (04-26-2015, 02:39 AM)xoft Wrote: Let me give you a quick explanation of minecraft performance: Many thanks to your explain. If I have many machines to compute at the same time , dose this server support the distributed computing ? I have use Lua for some projects, it's really easy to use, but I mean if I change from java , my boss won't give me such time to rewrite so many plugins cause there are not many plugins had already been written. RE: Could I have some performance test data? - xoft - 04-26-2015 There have been a few attempts to implement a distributed minecraft server, all of those have failed at their startup phase - they usually implement some basic protocol support and then die off because the issues they face are far too large to overcome. So, no, MCServer doesn't support distributing one world across multiple machines. However, we do support BungeeCoord, which allows us to distribute *some* workload over multiple machines - each world can be run on a different machine. RE: Could I have some performance test data? - worktycho - 04-26-2015 That was why I said that you would need to work with the server makers. MCServer has the potential to able to use more than one machine. Not distributing the world, but both the world generation and lighting could be spread onto different machines if you could get them to compile separately. It would however be a lot of work to separate them on to separate machines. Also we could probably use the automatic teleportation technique used by some servers, but again that would be a new feature that would have to be added. RE: Could I have some performance test data? - xoft - 04-26-2015 Offtopic posts cleared. RE: Could I have some performance test data? - worktycho - 04-27-2015 Also where is the one million clients numbers coming from? There's no way the official server or any of its derivatives (Bukkit, CraftBukkit, etc) can support that many clients in a single world, so if you're distributing them in some way then MCServer can probably use similar techniques. Otherwise it seems like an unrealistic number. RE: Could I have some performance test data? - leozzyzheng - 04-27-2015 (04-26-2015, 05:03 PM)xoft Wrote: There have been a few attempts to implement a distributed minecraft server, all of those have failed at their startup phase - they usually implement some basic protocol support and then die off because the issues they face are far too large to overcome. Thanks , I got it. (04-27-2015, 03:41 AM)worktycho Wrote: Also where is the one million clients numbers coming from? There's no way the official server or any of its derivatives (Bukkit, CraftBukkit, etc) can support that many clients in a single world, so if you're distributing them in some way then MCServer can probably use similar techniques. Otherwise it seems like an unrealistic number. For trade secret, I can't tell you where the players come from , I'm finding some existing servers to see the situation. It is very common that a game has one million players on-line at the same time here. If the game become popular , we can rewrite a brand new server to support such big number of players. RE: Could I have some performance test data? - worktycho - 04-27-2015 If you're willing to write a server from scratch, please consider using MCServer as a base for the game logic, and contributing the changes back to the community. I would certainly be interested in helping towards distributed server support in MCServer. RE: Could I have some performance test data? - leozzyzheng - 04-27-2015 (04-27-2015, 06:50 PM)worktycho Wrote: If you're willing to write a server from scratch, please consider using MCServer as a base for the game logic, and contributing the changes back to the community. I would certainly be interested in helping towards distributed server support in MCServer. If I get this chance , I will . RE: Could I have some performance test data? - tigerw - 08-22-2020 I think a thousand players is well within capabilities of modern hardware. I'd venture to say 23GiB of memory is ez for a server, and given single core performance has stalled a bit, memory size (and core count) are the most easily scalable things right now. Also, when we get chunk palettes implemented I'm sure memory usage can get way lower. Every tick reading every single block in every chunk might be too much of a worst-case. We're updating 50 blocks per chunk every tick, and assuming there aren't stupid numbers of entities/redstone wire I don't think saying on average 1% of 460GiB/second memory throughput is unreasonable. And all this talk of independent, nonoverlapping chunks gives rise to another question. Given the concept of chunking exists anyway, why bottleneck ticks through the World? It could be a massive boon to dispatch chunk ticks to a thread pool. Any sort of reads, even across chunks are fine. Block writes can be redirected to some sort of overlay that gets applied after everything finishes. Client modifications are applied as normal before ticking begins, and updates are computed from the overlay (basically PendingSendBlocks) and sent back to clients after ticking ends. In fact, if each chunk gets a lock we don't need any sort of overlay; just hope most of the time cross-chunk stuff doesn't happen for locking overheads to become an issue. |