Why does Minetest-Servers have a so high Traffic?

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Lejo
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Why does Minetest-Servers have a so high Traffic?

by Lejo » Post

My server has ca. 30 average players.
And sends per day about 30 GB.
I'm using remote_media.

But why does one player takes 1GB per day????
I mean this is only normal communication no medias.

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Re: Why does Minetest-Servers have a so high Traffic?

by IanniPowerup!!! » Post

this means YOUR A LUCKY MAN !!!!!!!!
don't cry about it

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Re: Why does Minetest-Servers have a so high Traffic?

by Lejo » Post

I only have 1 TB per Month.
So What can I do to decrease the Traffic.

I already use a remote_media server, which the players must use.

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Re: Why does Minetest-Servers have a so high Traffic?

by Krock » Post

30 players average does not mean that only 30 new players joined your server. During a whole day, that might be hundreds of new players if your server is popular. It's still a massive amount of data
1) If you have large images (> 512x512), then convert them to JPEG files and adjust the code accordingly.
2) Remove unused files from textures/ , models/ and sounds/. They're all sent to the clients.
3) Run pngcrush/optipng on all your textures to make them a little bit smaller
4) You cannot force players to use remote_media - edit your server code accordingly to send empty data instead.
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Re: Why does Minetest-Servers have a so high Traffic?

by weqqr » Post

Keep in mind that player activity alone generates considerable amount of traffic. That's because server must constantly send blocks and entity updates to every player individually.

For example, a player on our server reported about 100 MB/hr traffic usage with cached media. This easily adds up to 30 GB per day if your server is popular. The numbers may vary a lot depending on specifics of your server, but you definitely should look into this.

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Re: Why does Minetest-Servers have a so high Traffic?

by Festus1965 » Post

according to my experiance, I opened a traffic monitor on the server during the MTServer is running,
the most data is sent to new login players,
and after during they play and not running around the traffic is low ...
or the area they used to stay is loaded already, getting low also ...

maybe check also if a group of gamers might be blocked as they join but not gaming at all, to prevent that login traffic.
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Re: Why does Minetest-Servers have a so high Traffic?

by Lejo » Post

Krock wrote:30 players average does not mean that only 30 new players joined your server. During a whole day, that might be hundreds of new players if your server is popular. It's still a massive amount of data
1) If you have large images (> 512x512), then convert them to JPEG files and adjust the code accordingly.
2) Remove unused files from textures/ , models/ and sounds/. They're all sent to the clients.
3) Run pngcrush/optipng on all your textures to make them a little bit smaller
Does this matter when using remote_media?
Krock wrote:4) You cannot force players to use remote_media - edit your server code accordingly to send empty data instead.
I kick them: https://github.com/Lejo1/minetest/blob/ ... .cpp#L2505

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Re: Why does Minetest-Servers have a so high Traffic?

by Krock » Post

Lejo wrote:Does this matter when using remote_media?
Yes, especially when the remote_media host does not have the sounds and models which are needed on your server.
Lejo wrote:I kick them:
I see. At least this code allows getting a few files from the server which aren't present on remote_media. You also could use the size of `m_media` to make the amount of allowed transfers dynamical to your server's total media size instead of hardcoding a value of 2000.
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Re: Why does Minetest-Servers have a so high Traffic?

by Lejo » Post

Krock wrote: Yes, especially when the remote_media host does not have the sounds and models which are needed on your server.
I copied everything out of the texture/models/sounds files to this github page.
Krock wrote: I see. At least this code allows getting a few files from the server which aren't present on remote_media. You also could use the size of `m_media` to make the amount of allowed transfers dynamical to your server's total media size instead of hardcoding a value of 2000.
That's right but they have to modify there client, if they want to download only 2000 files from my server.
I need this value to make sure that if some datas are not on the remote_media server the player doesn't get kicked.
If you set enable_remote_media_server = false and delete your cache, you can't join anymore.

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Re: Why does Minetest-Servers have a so high Traffic?

by Lejo » Post

I asked my host to upgrade my Traffic.
He told me that Minetest has a bug:
It sends void packets.
Is this true?

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Re: Why does Minetest-Servers have a so high Traffic?

by Festus1965 » Post

Lejo wrote:He told me that Minetest has a bug:
It sends void packets.
Ask the Provider to send you some facts, when he tells he should have the logins, data ... evidence, proof

so also easier for us here to say, its a mistake of your installation, or of minetest ...
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Re: Why does Minetest-Servers have a so high Traffic?

by Hybrid Dog » Post

Currently every time a player places or digs nodes, the whole mapblock is sent, even if placing or digging failed.
I've changed it to only send mapblocks when needed and opened a PR: https://github.com/minetest/minetest/pull/7630
I haven't tested what impact this change has on the traffic.

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Re: Why does Minetest-Servers have a so high Traffic?

by ChimneySwift » Post

Lejo wrote:I asked my host to upgrade my Traffic.
He told me that Minetest has a bug:
It sends void packets.
Is this true?
Minetest sends control packets..? Maybe that's what he's referring to. Those are required for reliable data transfer on UDP.

The Minetest protocol isn't the most efficient thing as far as I've gathered... But a rework would be no easy task.

Anyway, in regards to actual data, I joined on a brand new client and the total media download is 11.1mb from the client side of things. Even with that entirely being handled by the server, it's not a whole lot.

EDIT: although I don't know how many connections you get per-day, so that might add up.

I also played for a bit and got an average of 0.01mb/s, which is only 36mb/h, but for 30 clients constantly using that for a period of 24 hours... that's 25920mb... fairly close to what you see per-day.
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