bandwidth

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Atomic
Posts: 4
Joined: Wed Jun 23, 2004 7:03 pm

bandwidth

Post by Atomic »

just wondering how many people could be supported on an unreal ircd server with a 120k downstream and 25k upstream bandwidth limit

so on that how many people can be supported with minimal lag? and what would be the limit to allow on the server with these bandwidth limits?

thank you for the help :)

Atomic
Dukat
Posts: 1083
Joined: Tue Mar 16, 2004 5:44 pm
Location: Switzerland

Post by Dukat »

25 kBit/s uplink?

You wanna run an IRCd on your ADSL connection?


Not too many users, I guess... depends...
http://forums.unrealircd.com/viewtopic.php?p=2697#2697

My Guess: 25 - 50 users
aquanight
Official supporter
Posts: 862
Joined: Tue Mar 09, 2004 10:47 pm
Location: Boise, ID

Post by aquanight »

Bandwidth isn't going to affect how many users can connect to your IRCd.

You could, for example, have 4096 users on a 56K (yes, dialup).

However, when those 4096 users start all talking at once, then things get bogged down - they'd probably only get 1.76875 bytes/sec, assuming the bandwidth gets split evenly (which it probably won't).

But as long as your per-user bandwidth doesn't drop too low (around 100 to 200 bytes/sec, max of 512 bytes/sec, of course), you shouldn't have too many problems. If a whole PING message can get through and bring back a PONG before timeout occurs, you should be fine - sure things are really lagged, but at least they aren't so bad that everyone is getting Ping Timeout errors.
Atomic
Posts: 4
Joined: Wed Jun 23, 2004 7:03 pm

Post by Atomic »

just did some number crunching lol ok

25kps (kilobytes per second) = 25600bps (bytes per second)
thats 1bps x 1024 = 1k x 25 = my 25kb upstream

so 25kb x 1024 = 25600bits

25600 / 200 = 128bits per second per normal user

im estimating that my answer would be 200 or so thats keeping it within the 100-200 bytes per second

would you top unreal guru's agree with that 200 chatters chatting at the same time on normal channels.....

ahh my pc server spec... im running this server on win xp pro,
1000mhz Athlon 512 ddr ram and a 72000rpm hd.... if that matters.......

need more input plz,

Atomic
aquanight
Official supporter
Posts: 862
Joined: Tue Mar 09, 2004 10:47 pm
Location: Boise, ID

Post by aquanight »

Atomic wrote:25600 / 200 = 128bits per second per normal user

im estimating that my answer would be 200 or so thats keeping it within the 100-200 bytes per second
128bits/sec = 16bytes/sec. 200 users means it would take about 4 seconds for a client-to-client 32 byte PRIVMSG to get through :P
w00t
Posts: 1136
Joined: Thu Mar 25, 2004 3:31 am
Location: Nowra, Australia

Post by w00t »

A not inconsiderable lag.
-ChatSpike IRC Network [http://www.chatspike.net]
-Denora Stats [http://denora.nomadirc.net]
-Omerta [http://www.barafranca.com]
Syzop
UnrealIRCd head coder
Posts: 1961
Joined: Sat Mar 06, 2004 8:57 pm
Location: .nl
Contact:

Post by Syzop »

It's hard to predict.. As mentioned in another thread it depends on how your users chat, so there are like 2346293 factors here :P. Think: scripts (colors, popups), games, purpose of channel, how your channels are organized (1 big channel or rather tens of small channels), how often people talk in queries instead of channels, even things that might sound totally insane like the language people speak (some languages use 30% more bytes than english on avg).
My advice: since it seems you are just starting, just get your server online and play around... then after a while or when it's beginning to be laggy, link some more *DSL servers and/or switch to a shell (in quite some cases of <300 user nets you see both combined) [1].
Also as mentioned somewhere else... normal traffic might not be a problem, however when you get an attack (clones/zombies/whatever) you are pretty much guaranteed to go down (you might argue [D]DoS's can down pretty much any network, but with just filling up your 25kb/s upload it's of course a lot easier than attacking an X[X[X]]mbit box ;p)
Oh.. and probably stuff that's most important of all.. it depends what else you are doing on that line... it's not fun if all your users are lagging when you are ftp'ing something to your website! ;p

[1] Note that moving clients to another serverlink can easily save you a lot of bandwidth. If you have 50 clients and you move 20 to another server, and you have 1 big channel where everyone is in.. Then that means that for every text/join/part/etc.. you won't have to send that line 50x to everyone but rather 30x plus once to the serverlink (which can even be compressed [=recommended]).
Atomic
Posts: 4
Joined: Wed Jun 23, 2004 7:03 pm

thank you :)

Post by Atomic »

when i said "bits" in my previous post that i meant:

25600bytes / 200 = 128bytes per second

thank you for all your input i have my server up right now
with an eggdrop :) im working on BOPM :)
and also trying to recompile the code with some extra modules
its proving very hard work....on windows!

yep i am new to irc servers and services
havent ran into any problems as "yet" though.

i only use this adsl connection for my unreal server :) nothing else

you dont know of any ideas of where i can find some other unreal servers
to maybe link to?

wondering on how to compress the data....is that possible to compress the data sent out from the server.....?

again thank you

Atomic...
Syzop
UnrealIRCd head coder
Posts: 1961
Joined: Sat Mar 06, 2004 8:57 pm
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Contact:

compressed links

Post by Syzop »

Docs - Zip links
Zip links can be turned on for server<->server links, it compresses the data by using zlib. It can save 60-80% bandwidth... So it's quite useful for low-bandwidth links or links with many users, it can help a lot when you are linking since a lot of data is sent about every user/channel/etc.
All official win32 versions have ziplinks support build-in. So all you need to do is add zip to your link::options block (see the link block for more info).
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