I really think ircd is faster than any other online chat system, but how many connections can Unreal hold? 10,000 ? 100,000 ? or only 1,000?
If i want to setup an online chat system may be have over 100,000 connections, is Unreal the best selection?
How many connections can Unreal hold?
I'm sorry, but 2 million per server simply won't happen
.
As for servers, I doubt you'd get a (useful) network bigger than say, 60 to 70 servers. Look at the problems the current ones have with splits and lag, and you'll understand why. Theoretically though, from memory the maximum number of servers on an Unreal network is limited to the number of numerics used, so 1-255 - ie 255
.
The most users you'll EVER get (any ircd) is around 80,000 from memory - and only that with a heavily tweaked kernel/OS.
As for actual amounts of clients/performance, it varies. I've been stress-testing some services I'm working on, and with 270 clients hitting it with everything from MOTD/INFO, privmsg, nickchanges etc, Unreal has been using roughly 50% CPU on a p4 3ghz machine. That said, they are hitting it very heavily. (to give you some idea, the load average ended up over 250). Most of the CPU usage can probably be attributed to spamfilter.
A production IRCd I run (with roughly 40 clients):
ircd 2956 0.0 0.5 3592 2720 ? S May18 0:43 /home/ircd/ircd
Unreal has been up for 17 days, 17:30:03.
As for servers, I doubt you'd get a (useful) network bigger than say, 60 to 70 servers. Look at the problems the current ones have with splits and lag, and you'll understand why. Theoretically though, from memory the maximum number of servers on an Unreal network is limited to the number of numerics used, so 1-255 - ie 255
The most users you'll EVER get (any ircd) is around 80,000 from memory - and only that with a heavily tweaked kernel/OS.
As for actual amounts of clients/performance, it varies. I've been stress-testing some services I'm working on, and with 270 clients hitting it with everything from MOTD/INFO, privmsg, nickchanges etc, Unreal has been using roughly 50% CPU on a p4 3ghz machine. That said, they are hitting it very heavily. (to give you some idea, the load average ended up over 250). Most of the CPU usage can probably be attributed to spamfilter.
A production IRCd I run (with roughly 40 clients):
ircd 2956 0.0 0.5 3592 2720 ? S May18 0:43 /home/ircd/ircd
Unreal has been up for 17 days, 17:30:03.
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JessieJames
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The message is generated if the # of connections exceeds MAXCONNECTIONS ('grep MAXCON include/setup.h').
If you think unreal is wrong, for example if your MAXCONNECTIONS is set at 3000 and it already has this problem at 1000.. then I suggest doing an 'lsof -n -p <pidofunreal> >lsof.txt' and check lsof.txt to see if it is leaking any fds. And then submit this information to bugs.unrealircd.org.
--
Just for reference, I've done clonetests with 10K clients on both Linux and Windows (for some reason I always have a fight with freebsd, but just ignore that ;p), It isn't exactly going smoothly on lowspec machines (say, a p450 w/384M) -- it can especially require a lot of memory for (socket) buffers etc. And indeed, CPU becomes quite an issue, especially if you use spamfilter. Therefore it's usually better to spread it over several servers.
Speaking network-wise, Unreal has quite some insane limits ;p... max 255 servers, not really a global client limit (well, 2 billion users), channels are limited to 65535 users atm though ;p.
If you think unreal is wrong, for example if your MAXCONNECTIONS is set at 3000 and it already has this problem at 1000.. then I suggest doing an 'lsof -n -p <pidofunreal> >lsof.txt' and check lsof.txt to see if it is leaking any fds. And then submit this information to bugs.unrealircd.org.
--
Just for reference, I've done clonetests with 10K clients on both Linux and Windows (for some reason I always have a fight with freebsd, but just ignore that ;p), It isn't exactly going smoothly on lowspec machines (say, a p450 w/384M) -- it can especially require a lot of memory for (socket) buffers etc. And indeed, CPU becomes quite an issue, especially if you use spamfilter. Therefore it's usually better to spread it over several servers.
Speaking network-wise, Unreal has quite some insane limits ;p... max 255 servers, not really a global client limit (well, 2 billion users), channels are limited to 65535 users atm though ;p.
Syzop, how in the HECK can I get up to 10k when I'm having trouble getting past 300
Can I ask you what your configuration/setup is?
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