It described in wiki as below :
Code: Select all
net_maxClients (default)1000 (means)Total simultaneous allowed client connections.
In general, how much should it be set ?(I feel 1000 is too small)
thanks
Code: Select all
net_maxClients (default)1000 (means)Total simultaneous allowed client connections.
This doesn't answer your question directly, but have you considered how to build a service capable of supporting thousands of concurrent players? Even a "very very good" server will have serious limitations that companies like Sony have addressed by creating networks of load-balanced game servers. How long will it take all 21,000 players to log in again after you do maintenance on your server?dlqingxi wrote:In general, how much should it be set ?(I feel 1000 is too small)Code: Select all
net_maxClients (default)1000 (means)Total simultaneous allowed client connections.
Why don't you do a stress test and find out how many clients it can handle? It's not like you need thousands of people in flesh and blood.Frost wrote:tl;dr I don't think manaserv has been tested with more than 100 players at once.
That's a great idea to stress-test using a script. You're right that a high number of clients could be simulated that way. Thanks, Crush! (Also, good luck with your HTML5 game. )Crush wrote:Why don't you do a stress test and find out how many clients it can handle? It's not like you need thousands of people in flesh and blood.Frost wrote:tl;dr I don't think manaserv has been tested with more than 100 players at once.
As some of you know, I am currently developing an MMORPG on my own, and I do stress tests with a primitive bot I wrote. It does nothing but connect to the server, create an account, create a character, log into that character and move around the start map randomly. To do a stress test, I just start a few 100 instances of that script...it gives you an idea how much your server can handle and it's easily extensible to simulate more realistic player behavior.