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What is more important into a server machine  

6 members have voted

  1. 1. What is more important into a server machine

    • Cpu&RAM
      4
    • CPU&HDD
      0
    • CPU&Bandwidth
      1
    • RAM&HDD
      0
    • RAM&Bandwidth
      1
    • HDD&Bandwidth
      0


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Posted

l2j or l2off

 

there is a HUGE difference between them in what resources are required, and in the case of l2off it all depends on your setup, and your target player count.

Posted

if l2off we talk about potentially shit servers running under winshit so you need dual socket motherboard with 2 xeon or opteron for sure and 16gb memory...if we talk about l2j where you go with linux than you can go with 6gb memory and a quad core cpu(4gb ram can hold 5-600 player)

Posted

if l2off we talk about potentially shit servers running under winshit so you need dual socket motherboard with 2 xeon or opteron for sure and 16gb memory...if we talk about l2j where you go with linux than you can go with 6gb memory and a quad core cpu(4gb ram can hold 5-600 player)

Sorry but that's incorrect... l2off doesn't require 16gb ram and will never use that much, you can host, and I have, 1000+ players on 8gb of ram without any problems.

L2Off as I said, all depends on your setup, if you plan to run everything from 1 PC including the SQL Server then it's all about Disc I/O, if you have low disk I/O speeds then your sql will lag and cause in-game item lag, which will kill any server.

Posted

Sorry but that's incorrect... l2off doesn't require 16gb ram and will never use that much, you can host, and I have, 1000+ players on 8gb of ram without any problems.

L2Off as I said, all depends on your setup, if you plan to run everything from 1 PC including the SQL Server then it's all about Disc I/O, if you have low disk I/O then your sql will lag and cause in-game item lag, which will kill any server.

 

well but i think we can agree on windows need more resource thats 1 thing also l2off is really really home made(because of its closed source workaround)you depend much more on your developing skills and lets be honest bad codes consume 10times more than good codes thats the same with java too but since its open source you rarely have that problem

Posted

Cpu%Ram..but all are serious..

all machines are Like a "packet" cant give 8gb ram and fail cpu..

 

but thats not true for internet eg 1gbit/sec inet and huge traffic limit can hold more player with 3gb ram than 100mbit/sec with small traffic limit and 6gb ram

Posted

well but i think we can agree on windows need more resource thats 1 thing also l2off is really really home made(because of its closed source workaround)you depend much more on your developing skills and lets be honest bad codes consume 10times more than good codes thats the same with java too but since its open source you rarely have that problem

I couldn't say either way about l2off vs l2j for resources, I haven't worked with l2j since c4, and as 99.8% of the l2off servers these days are plug-and-play dvampire cash-cow servers, developing skills don't enter into it anywhere lol
Posted

I couldn't say either way about l2off vs l2j for resources, I haven't worked with l2j since c4, and as 99.8% of the l2off server's these days are plug-and-play dvampire cash-cow servers, developing skills don't enter into it anywhere lol

 

thats true

Posted

but thats not true for internet eg 1gbit/sec inet and huge traffic limit can hold more player with 3gb ram than 100mbit/sec with small traffic limit and 6gb ram

hmmm i thine first see the Hardware,Software and then the internet connection.

 

Posted

but thats not true for internet eg 1gbit/sec inet and huge traffic limit can hold more player with 3gb ram than 100mbit/sec with small traffic limit and 6gb ram

its not how big.. just how fast your internet connection is:p

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  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
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