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Monitoring my Minecraft server with OpenTelemetry and Prometheus

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Re: Monitoring my Minecraft server with OpenTelemetry and Prometheus

#61
post #8

Monitoring and metric collection makes a lot of sense when you run a production system, or a personal but critical system. Promoting a telemetry solution when it comes to a hobby server, which you host for yourself and which can’t bankrupt you by running up a massive AWS bill, doesn’t seem to make much sense when simply bottling it up in Docker and being able to restart or recreate at will is enough (mount volumes fo…

Have you never just built something for fun?

Do you mean something like launching k3s on smartphones https://blog.denv.it/posts/pmos-k3s-cluster/?

Re: Monitoring my Minecraft server with OpenTelemetry and Prometheus

#62
post #60

Earlier quoted context omitted.

Wasn't it always like this? There's a lot going on in the game, especially if generating new chunks, and it's in Java.

It was not always like this. You used to comfortably be able to handle 70+ players in a single server before Paper existed (my memory of this is from before like 2015). You'd need to allocate a lot more memory than normal, like 8 gigs instead of the normal suggestion of 1 or 2, but it could handle it without regular lag.

I forget what heap setting I used, maybe it was 2G, but the old 2010 Mac mini I had as a server would lag if just one player was exploring land quickly (maybe by boat). Was online from 1.5 beta to 1.9 release, no more than 8 players usually.

Re: Monitoring my Minecraft server with OpenTelemetry and Prometheus

#63
post #60

Earlier quoted context omitted.

It was not always like this. You used to comfortably be able to handle 70+ players in a single server before Paper existed (my memory of this is from before like 2015). You'd need to allocate a lot more memory than normal, like 8 gigs instead of the normal suggestion of 1 or 2, but it could handle it without regular lag.

I forget what heap setting I used, maybe it was 2G, but the old 2010 Mac mini I had as a server would lag if just one player was exploring land quickly (maybe by boat). Was online from 1.5 beta to 1.9 release, no more than 8 players usually.

I would say that without either setting your render distance to arm’s length, figuratively speaking, or allowing movement glitches and holes where terrain does not appear in time, “moving quickly while exploring” has pretty much not been a use case supported by the base game for a long time.

Re: Monitoring my Minecraft server with OpenTelemetry and Prometheus

#64

Earlier quoted context omitted.

I forget what heap setting I used, maybe it was 2G, but the old 2010 Mac mini I had as a server would lag if just one player was exploring land quickly (maybe by boat). Was online from 1.5 beta to 1.9 release, no more than 8 players usually.

I would say that without either setting your render distance to arm’s length, figuratively speaking, or allowing movement glitches and holes where terrain does not appear in time, “moving quickly while exploring” has pretty much not been a use case supported by the base game for a long time.

Right, or having some kind of entity-heavy autofarm, especially with version-specific bugs involved. Both things that in a moderately active server, someone will trigger.
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