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 Server Setup 
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Staff Sergeant

Joined: Mon Feb 25, 2002 3:00 am
Posts: 17
Location: USA
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I would like for this to be a Topic to help all sysops.
* What are the Bottle Necks to a Server? And
* How can we improve our servers?

I have just ordered: a
2.0GHZ P4 Chip w/512k Cache
Micron 512MB PC2100 266mhz CL2.5 DDR Ram
and I have a 20GB HD at 7200rpms
all hooked to Cable at 1.5 Download

The Parts have not come in yet, but what can be
done to make this a Faster Server ?
Right now i'm running a 1.33mhz with 386 PC133 Ram
and when 10 players get on running ZTM's and other
scripts it does slow down. so whats Next? Besides a T3(hehe)


TW Free Play
http://www.twfreeplay.com
telnet://12.219.136.27

Edited by - fatcat on March 28 2002 02:01:13 AM


Thu Mar 28, 2002 4:59 am
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Chief Warrant Officer
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Joined: Wed Nov 07, 2001 3:00 am
Posts: 116
Location: Canada
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I've been running my TWGS on my antique P133 (this is as a test site, not a playing site). I've had no issues whatsoever with system speed (maximum 4 players so far). I expect that the biggest problem would be bandwidth. When we had 4 players on it we were trying to break the TWGS using some of my "fast scripts", and while we could blow up an instance for a couple of minutes it would always come back (without the player being disconnected).

But that was with only 4 players, and I wasn't running a timing test.


Mon Apr 01, 2002 8:59 pm
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Joined: Sun Jun 24, 2001 2:00 am
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quote:
That's where EleqTrizi'T was very fortunate, his upstream was a bit bigger than most (768Kbps I believe). Over 60 users on the system simultaneously, unlimited commands per cycle, no ship delays, a bunch running ZTM, others trading or whatever, and not a single burp. He had some good horsepower on the server-end also, but I think the bandwidth was the biggest help in that situation. A situation like that on a 128Kbps or even 384Kbps upstream *probably* would not have cut it. I could be wrong in saying that, but that's my take on the situation, for what it's worth.

Fuseblown
http://www.thestardock.com

Edited by - Fuseblown on March 28 2002 11:26:27 PM


I think that is a very good call. Some think that the lessons learned on the BBS should be thrown out the window when dealing with the TGWS. The TWGS is a BBS without all the other features. It's like stipping out all the menus, files, message bases, etc. and running just a game menu. But it's still a BBS for all practical purposes.

I notice some will recommend some pretty outrageous number of nodes to run. They have never sat in the game on a Dialup before coming in from outside when there are a ton of players online. BBSes are affected exactly the same way in telnet mode. Overloads can and do happen when you over extend your bandwidth.

The old rule of thumb still applies. Bandwidth/38.4=Number of Users. One a 128k Cable Modem Down, that is only 3.33 or 4 simultaneous players. But a fudge factor comes into play here and you can reasonably get away with 6 nodes. Fudge it again for those players that just like to grab a node and sit, run it up to 8.

The problem with 8, though, is when all 8 are active, the server becomes a bit choppy. Run it up to 60 simultaneous players and it comes to a screeching halt. It isn't halted but is processing so slow it appears to the players that way.

The computer may handle up to 255 but the bandwidth can't.



Visit slbbs.com port 2002 for a rip roaring game of TW where you also have to battle the Klingons, Romulans, Orians and the Borg.


Mon Apr 01, 2002 10:56 pm
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Staff Sergeant

Joined: Mon Feb 25, 2002 3:00 am
Posts: 17
Location: USA
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Hey thanks for all the Info. this is very helpful.

Thanks Again

FatCat aka Warchild

TW Free Play
http://www.twfreeplay.com
telnet://12.219.136.27


Thu Apr 04, 2002 5:21 pm
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Joined: Thu Feb 07, 2002 3:00 am
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quote:
I notice some will recommend some pretty outrageous number of nodes to run. They have never sat in the game on a Dialup before coming in from outside when there are a ton of players online. BBSes are affected exactly the same way in telnet mode. Overloads can and do happen when you over extend your bandwidth.


You can easily run 100 nodes off a 128k upstream cable connection, depending on what kind of users you have. If you're running an unlimited turn game, forget it, because 100 users running WorldSST and WorldTrade scripts are going to kill your bandwidth. If you're running a low-turn game, and provided everyone isn't trying to do buydowns at the same time, you'll be fine.

quote:
The old rule of thumb still applies. Bandwidth/38.4=Number of Users. One a 128k Cable Modem Down, that is only 3.33 or 4 simultaneous players. But a fudge factor comes into play here and you can reasonably get away with 6 nodes. Fudge it again for those players that just like to grab a node and sit, run it up to 8.


A 128k upstream is equivelent to 40 or so 35 or so 38.4 dial up connections. You must remember that when a modem is rated/connected at, say 56k, that 56k represents baud, or bytes per second. A 56k connection can only transfer 5.6k worth of data per second (and that's very unlikely). Broadband connections on the other hand, aren't rated in baud, but kbytes. In other words, a 128 kbyte upstream on a cable modem is equivelant to a 128 million baud modem. That's a fast modem.

quote:
The problem with 8, though, is when all 8 are active, the server becomes a bit choppy. Run it up to 60 simultaneous players and it comes to a screeching halt. It isn't halted but is processing so slow it appears to the players that way.


Depending again on what types of games you're running and what kind of automation your users are using, the most data you're going to send to a user in any given second is around 7k or so. The data sent to you in a second usually is so far under 1k that the downstream really is meaningless.

Assuming everyone is pumping your server for 7k per second worth of data transmission, a 128k upstream can handle nearly 20 simultaneous connections. Jump up to a 256k upstream connection, and double that to 40.

At one point in March of last year I had 94 simultaneous connections to my TWGS, at that time on a 128k upstream. Granted, the majority of those players were playing by hand, but in most cases, if you're not running an unlimited turn game, most systems can easily support running the nodes up to 100

Lisa M. Wilson
aka Rave


Thu Apr 04, 2002 10:39 pm
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Joined: Sun Jun 24, 2001 2:00 am
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This ISP has no comment.



Visit slbbs.com port 2002 for a rip roaring game of TW where you also have to battle the Klingons, Romulans, Orians and the Borg.


Fri Apr 05, 2002 12:36 am
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