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Posted: Tue May 03, 2005 7:56 pm
by katsklaw
Explain why other nets such as irc.icq.com runs 5k users without a hitch.
Also compare apples to apples. Bahamut has far fewer features that Unreal so it's going to handle resources differently.
Posted: Tue May 03, 2005 8:14 pm
by Stealth
I have had my Unreal loaded with 500+ clones on a 366mhz with 256M RAM. When I did this, I had no lag, and I did not notice Unreal taking any more CPU, but I was not monitoring it. This was done with 3.2-release (I think... may have been 3.2.1).
Also, you need to consider your internet connection. If you used it, could it handle 550 clones?
Posted: Tue May 03, 2005 9:38 pm
by katsklaw
If your testing on from the same IP as your test server you're not dealing with just 550 clones but 550 clones + 550 outgoing connections as well.
Even 800 clients is more than your 550 and they don't have issues.
Unrealircd is GPL open source, you are welcome to make the improvements you seem to be demanding yourself.
Posted: Wed May 04, 2005 2:41 am
by w00t
Stability? Ever since 3.2-Beta days, I have yet to experience a crash that wasn't caused by doing something stupid on my part (like mucking around with server->server protocol).
As to your CPU argument, it's quite likely that the CPU usage you were seeing is due to spamfilter. It's rather heavy on the CPU usage. Bahamut doesn't have such a feature as it "isn't necessary" (although with all the spam around, i'd be thinking it IS necessary...).
Posted: Wed May 04, 2005 2:36 pm
by katsklaw
w00t wrote:As to your CPU argument, it's quite likely that the CPU usage you were seeing is due to spamfilter. It's rather heavy on the CPU usage. Bahamut doesn't have such a feature as it "isn't necessary" (although with all the spam around, i'd be thinking it IS necessary...).
That's one thing I meant earlier when I was hinting to not compare Unreal to Bahamut. There is a whole list of things that Unreal does that Bahamut doesn't. Not everyone believes in ssl, vanity hostmasking, the ability to change idents, hosts or GECOS on the fly, the ability for an IRCop to change a users nick, force users to join/part channels or anything else against their will. So such features are not in Bahamut. This allows Bahamut to allocate memory use differently.
In Bahamut's defense, it's designed to hold tens or thosands of clients per ircd. So you won't find alot of cosmetic features in it. Another thing about Unreal vs Bahamut is that Unreal is written to please the general public and not for the sole use of one network. Bahamut is written by DALnet for DALnet and any features/ functionality is for the good of DALnet. Imagine what would happen to Unreal if the dev team stopped releasing public available versions. The project would die. Not true with Bahamut because the target audiance of Bahamut is on the net it's intended to run on and releasing it to the public as a GPL IRCd isn't required for the life of Bahamut.
As for needing spamfilters in Bahamut .. DALnet has other measures in place to fight spam the best that they think is possible.
Resource Hungry UnrealIRCd
Posted: Thu May 12, 2005 6:57 am
by Keith
First of all: If you wish to help with UnrealIRCd's development let alone modifying the source (wich is not! supported by the UnrealIRCd development team whatsoever which means you would go losing support/topics etc,) then you're going to need to learn how to use C, since this is the programming langague of UnrealIRCd, i.e many IRC programs services/ircs are rittin using C, so I recommend looking into that. Also, what type of Internet connection do you have? I do not know how much bandwidth UnrealIRCd uses and if it is an bandwidth consuming application, but I started testing UnrealIRCd on a slow 56K internal dial-up modem with like 24KBPS upstream over the phonelines.... got about 7 users max, not to menchin the added load of services....
I'd have to say that eaven though in present times, my IRC connnection for the network LAN I'm on is not much betteer... 128KBPS upstream/512KBPS down... I have had a lot more users then I did on dial-up, and was able to keep UnrealIRCd going for about more then 4 days straite. In fact, the only time my servers are unavailable in most cases is if a. My modem goes out, or B. I reboot back into Windows, etc.
One question I may have for those who have used UnrealIRCd, is how welll will UnrealIRCd do on a 128 up/512 down connection compared too and 256 up/512 down connection?
I do know one friend of mine who has the same downstream, but who has 256 instead of 128.
I know you're thinking "eaven for a blind guy, taht connection sucks." Well, yes, it may... but I'm greatful I've got something better then 56K phoneline modems.
Any suggestions asto weather I should be running IRCd's at all with this type of connection?
Thanks.
Regards,
Keith
Posted: Thu May 12, 2005 3:08 pm
by Syzop
The freezing on connect thing is something I've only heard of on windows. As you know, Unreal is the most widely used ircd (in terms of servers), and besides the numour small nets there are dozens of 1-7K nets out there running without problems... Including some that run 3-4K users on 1 server (although I don't recommend such a setup). On my tests I also never experienced unreasonable CPU spikes.. sure, if 10K clones disconnect it spiked to 100% cpu for a few seconds on my p450, but after that everything got back to normal.
Anyway, this isn't the way to report bugs, bugs go to
bugs.unrealircd.org, perhaps if you report it there (privately or not) and attach your script so we can try reproducing your behavior we could help. Be sure to also mention: your OS (full version), your system specs (cpu & ram), and anything else that might seem relevant.
Be also sure to review your syslog, sometimes synflood or syncookie protection kicks in.
Thanks.
Posted: Thu May 12, 2005 11:38 pm
by Shelluser
I have a small problem believing that Unreal would stall on a massive part. Recently I tested the new Anope on an Unreal 3.2.3 running on Solaris 10 and thrown a lot of shit at it while keeping a session running which simulated clients connecting/logging into services/staying online/some timing out/ clients disconnecting. I have ran this test for several hours and although I'll be the first to claim that it doesn't prove much I sure didn't find anything to backup your claims. I've written a
summary about it if you're interested. Do keep in mind that my main measurement was aimed at Anope, not Unreal, but when I go over the logs I don't notice any weird behavior like this...
Posted: Wed May 18, 2005 3:07 pm
by Syzop
This user ('hide') refused to report this issue and decided to modify his own ircd. Furthermore, he has only been bashing on unreal, the faq, the docs, the supporters, and what not... This thread can be closed.
If anyone else has similar issues, report it on
bugs.unrealircd.org, since that's the right place to report bugs/issues. It's also the place to request features, post enhancements (patches), or report any other bugs, crashes or resource issues.
Oh and I agree with Shelluser here, and most likely many people with me :).