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How we built an auto-scalable Minecraft server for 1000+ players

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Re: How we built an auto-scalable Minecraft server for 1000+ players

#101
post #98
post #31

Earlier quoted context omitted.

It might be too pricy, but if you go to about 25usd/month, you can get a dedicated server with an i7 from hetzner server auction. These cheap boxes don't have ecc ram etc - but should work well for things like this. https://www.hetzner.com/sb?country=us

On the page, one option advertised is for €23.53/month with an Intel Core i7-4770, 2 TB HDD, and 32 GB RAM. What’s the catch? How is it possible to rent such hardware for so cheap?

No catch. Cloud services are extremely expensive when it comes to computing. If you need raw power, rent a dedicated server.

Edit: For a little more a month, you can get a Ryzen 3600, 64GB of RAM and much faster NVMe SSD: https://www.hetzner.com/dedicated-rootserver/ax41-nvme

Re: How we built an auto-scalable Minecraft server for 1000+ players

#102
post #98
post #31

Earlier quoted context omitted.

It might be too pricy, but if you go to about 25usd/month, you can get a dedicated server with an i7 from hetzner server auction. These cheap boxes don't have ecc ram etc - but should work well for things like this. https://www.hetzner.com/sb?country=us

On the page, one option advertised is for €23.53/month with an Intel Core i7-4770, 2 TB HDD, and 32 GB RAM. What’s the catch? How is it possible to rent such hardware for so cheap?

Ehh you can get cheaper compute in Fremont if you're willing to rent >=1 rack. I'm guessing you only think €23.53/mo is cheap because you've been getting reamed by AWS pricing :P

Re: How we built an auto-scalable Minecraft server for 1000+ players

#103
post #98
post #31

Earlier quoted context omitted.

It might be too pricy, but if you go to about 25usd/month, you can get a dedicated server with an i7 from hetzner server auction. These cheap boxes don't have ecc ram etc - but should work well for things like this. https://www.hetzner.com/sb?country=us

On the page, one option advertised is for €23.53/month with an Intel Core i7-4770, 2 TB HDD, and 32 GB RAM. What’s the catch? How is it possible to rent such hardware for so cheap?

There is actually a catch (besides very little customer service, which is par for the course with cloud stuff anyway), but it's not really their fault. Hetzner doesn't peer with a lot of bigger players, and therefore its datacenters can have really lousy / inconsistent bandwidth and latency for people outside a relatively small area in Europe (and can occasionally have bizarre outages that are presumably related to partitions). If that's not a dealbreaker for you, then they're one of the best deals out there if you don't want to manage your own hardware and don't need really efficient access to other cloud services like S3 (which obviously work much better within Amazon's datacenters).

Re: How we built an auto-scalable Minecraft server for 1000+ players

#104
A couple of weeks ago I made https://playmcnow.com with the opposite idea - have many super lightweight servers for small groups of players. Instead of saying to friends “register to digital ocean, pay $5 and get a Minecraft box”, I can host thousands of worlds for them.

I made a custom minecraft proxy (similar to bungeecord but A LOT less resource intensive) that starts the real server when someone attempts to connect to it.

200 lines of go for the proxy and about as much for the http front end in django :).

Re: How we built an auto-scalable Minecraft server for 1000+ players

#105
post #102
post #98

Earlier quoted context omitted.

On the page, one option advertised is for €23.53/month with an Intel Core i7-4770, 2 TB HDD, and 32 GB RAM. What’s the catch? How is it possible to rent such hardware for so cheap?

Ehh you can get cheaper compute in Fremont if you're willing to rent >=1 rack. I'm guessing you only think €23.53/mo is cheap because you've been getting reamed by AWS pricing :P

Can I have a link please? I'm a sucker for cheap dedicated servers :).

Re: How we built an auto-scalable Minecraft server for 1000+ players

#106
post #104

A couple of weeks ago I made https://playmcnow.com with the opposite idea - have many super lightweight servers for small groups of players. Instead of saying to friends “register to digital ocean, pay $5 and get a Minecraft box”, I can host thousands of worlds for them. I made a custom minecraft proxy (similar to bungeecord but A LOT less resource intensive) that starts the real server when someone attempts to conne…

This looks very nice, would have loved this back when I played more MC with friends. I havent tried it since I am not on my gaming computer, but how would this work in practice? Will I have access to the server to e.g. download the world I'm playing on as a backup?

Re: How we built an auto-scalable Minecraft server for 1000+ players

#107

How did MMOs like Asheron's Call and Wow handle this?

WoW used to run update only twice a second, which gives a lot of time for logic. The WoW game logic is very simple, as the players cant really affect the world other than the enemies they are fighting at that moment. Also, the players are spread around the world and that limits the N^2 problem of players sending data to other players. Events like Gates of Anquiraj made servers break due to clumping too many players in one location. The game also used to do a lot of logic on the clients, for example collision checks would only run in clients, allowing easy flight-hacks. The server really only broadcasts player positions to other players, and manages the combat logic which is basically turn based.

In private servers using code you can look at (Mangos) they manage to run 4000+ players on a single gaming-spec machine without much trouble. Its more of a design problem compared to something like minecraft where the simulation is much more detailed. In some research projects for wow private servers people have reached 20.000 simulated players in a given machine.

Re: How we built an auto-scalable Minecraft server for 1000+ players

#108
post #10

Earlier quoted context omitted.

Thanks for your question! Redstone is still WIP but will follow: 1. An optimistic execution strategy (the servers can run their own redstone) 2. A locking system allowing only one server to have redstone current in a given chunk at once. 3. A rollback-based system to repair race conditions caused by (1)'s optimism. Hostile mobs are ALSO still WIP and: 1. Are only synced if two players are near each-other on two diffe…

Re (2): Wouldn't that cause wonky redstone behavior on chunk borders?

I think it’s almost impossible not to break redstone.

Perhaps two chunks/servers could communicate fast and precise enough for redstone.

But Imagine the corner of a chunk receiving updates from two different servers.

Re: How we built an auto-scalable Minecraft server for 1000+ players

#109
post #81

Interesting but this is kind of a big caveat. >redstone, hostile mob, and weapon support Aren't these the slow things? Is it just player position and map data that's synced through a central DB? I would assume the bulk of the work isn't done yet.

Yes but crossing servers seamlessly is a huge step forwards.

Re: How we built an auto-scalable Minecraft server for 1000+ players

#110
post #85
post #31

Earlier quoted context omitted.

It might be too pricy, but if you go to about 25usd/month, you can get a dedicated server with an i7 from hetzner server auction. These cheap boxes don't have ecc ram etc - but should work well for things like this. https://www.hetzner.com/sb?country=us

The cheapest available right now was 140 euro. When do the 25 dollar server come out?

When someone cancels their old server and they recycle it into the auction system
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