Recently the server I run (CIT CnR/RP Project | cit-project.net) had an explosion of player count where we are hitting 128/128 players daily, which is nice. However this success has its downsides.
The server has a 100mbps connection and 99% of that traffic is from the MTA server. When there are this many players which seems to be all day and night now network usage average ranges between 25% to 35%, so thats 25mbps constant lets say.
25 / 8 = 3.125mb a second
3.125 * 60 = 187.5mb a minute
187.5 * 60 = 11,250mb (11.2gb) an hour
11250 * 24 = 270,000mb (270gb) a day
270000 * 28 = 7,560,000 (7.5tb) a month
Are my calculations wrong, or is something wrong with MTA's bandwidth usage? The server only gets 5TB usage a month then limited to 10mbps for rest of the month, so yeah 7.5tb a month is gonna cause problems for us and any other popular servers which haven't bothered to complain about it yet.
I doubt that its our scripts being rubbish because efficiency is something I always think about. I'll list the current server side elements to give a better idea of whats going on:
122 players (90% of them are in Los Santos)
12 peds
207 vehicles
550 markers
3128 pickups (99% of them are for houses)
134 colshapes
882 objects
212 blips
54 radar areas
Some optimizations to our gamemode could be made indeed, but I'm sure that won't impact much on an incredible 7.5tb predicted bandwidth usage a month and as well this bandwidth usage the CPU (dual core 2.8ghz) is being used between 60%-80% constantly and if I open performance monitor it ends up using 100% and freezing the server for a while.
Apart from some optimizations to our gamemode, what else could actually be done? The main purpose of this topic is to inform the MTA team that we are having big problems and would appreciate it if some optimizations to MTA could be done as stated on the MTA roadmap (Eg: http://bugs.mtasa.com/view.php?id=5743 and http://bugs.mtasa.com/view.php?id=5169) for example to reduce the network and CPU usage of an MTA server with many players.
The only thing that we can do would be to spend more on a better server and mask the underlying problem by covering it in an expensive CPU and a higher bandwidth limit. I would personally rather give that money to MTA if they could get the CPU/network usage under control and this would also be in their interest, if they want to have lots of busy servers like a certain something I need not mention.
If major optimizations could be done that would end this crisis I would be willing to give a thankyou present to the developer(s) involved of lets say £50 as that would have been a setup fee for a new server which I'm hoping wont be need.
I am very grateful that even 128 players can be achieved I am aware that people worked very hard for years to make this possible and if MTA SA was #4 mod of the year 2010 we can finish the job and get it that well deserved mod of the year 2011.
If there is ANYTHING I can do to help, let me know. Well, apart from fixing it myself as I imagine it would take a long time to learn how.
Question
Arran
Recently the server I run (CIT CnR/RP Project | cit-project.net) had an explosion of player count where we are hitting 128/128 players daily, which is nice. However this success has its downsides.
The server has a 100mbps connection and 99% of that traffic is from the MTA server. When there are this many players which seems to be all day and night now network usage average ranges between 25% to 35%, so thats 25mbps constant lets say.
25 / 8 = 3.125mb a second
3.125 * 60 = 187.5mb a minute
187.5 * 60 = 11,250mb (11.2gb) an hour
11250 * 24 = 270,000mb (270gb) a day
270000 * 28 = 7,560,000 (7.5tb) a month
Are my calculations wrong, or is something wrong with MTA's bandwidth usage? The server only gets 5TB usage a month then limited to 10mbps for rest of the month, so yeah 7.5tb a month is gonna cause problems for us and any other popular servers which haven't bothered to complain about it yet.
I doubt that its our scripts being rubbish because efficiency is something I always think about. I'll list the current server side elements to give a better idea of whats going on:
122 players (90% of them are in Los Santos)
12 peds
207 vehicles
550 markers
3128 pickups (99% of them are for houses)
134 colshapes
882 objects
212 blips
54 radar areas
Some optimizations to our gamemode could be made indeed, but I'm sure that won't impact much on an incredible 7.5tb predicted bandwidth usage a month and as well this bandwidth usage the CPU (dual core 2.8ghz) is being used between 60%-80% constantly and if I open performance monitor it ends up using 100% and freezing the server for a while.
Apart from some optimizations to our gamemode, what else could actually be done? The main purpose of this topic is to inform the MTA team that we are having big problems and would appreciate it if some optimizations to MTA could be done as stated on the MTA roadmap (Eg: http://bugs.mtasa.com/view.php?id=5743 and http://bugs.mtasa.com/view.php?id=5169) for example to reduce the network and CPU usage of an MTA server with many players.
The only thing that we can do would be to spend more on a better server and mask the underlying problem by covering it in an expensive CPU and a higher bandwidth limit. I would personally rather give that money to MTA if they could get the CPU/network usage under control and this would also be in their interest, if they want to have lots of busy servers like a certain something I need not mention.
If major optimizations could be done that would end this crisis I would be willing to give a thankyou present to the developer(s) involved of lets say £50 as that would have been a setup fee for a new server which I'm hoping wont be need.
I am very grateful that even 128 players can be achieved I am aware that people worked very hard for years to make this possible and if MTA SA was #4 mod of the year 2010 we can finish the job and get it that well deserved mod of the year 2011.
If there is ANYTHING I can do to help, let me know. Well, apart from fixing it myself as I imagine it would take a long time to learn how.
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