Howto:Set up a multiplayer server: Difference between revisions

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= Traffic & Bandwidth Considerations =
= Traffic & Bandwidth Considerations =


Note: Currently (May 2008), the server code basically boils down to a packet multiplexer (i.e. most data is -unconditionally- transmitted to all 'active' clients), which may thus create considerable amounts of traffic; this ought to be taken into consideration due to bandwidth limitations in most hosting packages. For basic calculations: inbound traffic is 25 Kilobit per second while outbound is 25 Kbits per second for each plane that can see another.  
Note: Currently (May 2008), the server code basically boils down to a packet multiplexer (i.e. most data is -unconditionally- transmitted to all 'active' clients), which may thus create considerable amounts of traffic; this ought to be taken into consideration due to bandwidth limitations in most hosting packages (i.e. '''fgms may create considerable amounts of traffic!'''). For basic calculations: inbound traffic is 25 Kilobit per second while outbound is 25 Kbits per second for each plane/client that can 'see' another.  


By default, assuming a 10hz update interval, each active fgfs client will currently cause I/O traffic of approximately 5 kbytes/sec (one update consuming ~500 bytes) [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16016.html].
By default, assuming a 10hz update interval, each active fgfs client will currently cause I/O traffic of approximately 5 kbytes/sec (one update consuming ~500 bytes) [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16016.html].
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In addition, the fgms system allows for traffic updates to be sort of 'mirrored' on (relayed to) other configurable multiplayer/relay servers.  
In addition, the fgms system allows for traffic updates to be sort of 'mirrored' on (relayed to) other configurable multiplayer/relay servers.  


This feature makes it possible for users/clients to use an arbitrary server (with acceptable latency), but still see clients/vehicles connected to different servers. Thus, such relay servers may additionally increase inbound/outbound traffic considerably.
This feature makes it possible for users/clients to use an arbitrary server (with acceptable latency), but still see clients/vehicles connected to different servers. Thus, such relay servers may additionally increase inbound/outbound traffic considerably as all traffic is mirrored/propagated to such relays.


Having more servers should actually decrease the load on each server in high load situations, i.e. when most of the clients are within range of each other. See this
Having more servers should actually decrease the load on each server in high load situations, i.e. when most of the clients are within range of each other. See this
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