I am looking for enlightenment on how much actual CPU time is used on the server side on the propagation of items through a hopper chain as apposed to the amount of the actual work that is being done on the player's local machine. I also have the same concern for how the workload for redstone operation is shared between the server and client.
I am posting this in the official Minecraft forum because I am looking for an informative insight from someone who actually has knowledge on how the workload is divided between the server and the client game.
It is quite tricky to say, it would depend on how the server is configured and what optimizations have been put in place
I am hoping for a response from someone that knows vanilla Minecraft at the design level that can give a breakdown of the processing of hopper activity and how this task is shared between the client's machine and the server.
it varys from the what optimisations and configuration are put in place but no tasks are shared between the server and client if you want a breakdown try using a optimised server jar like paper, taco, spigot or sponge and use the built in timings report system
it varies from the what optimizations and configuration are put in place but no tasks are shared between the server and client if you want a breakdown try using a optimized server jar like paper, taco, spigot or sponge and use the built in timings report system
Thank you for this hint. I looked on the Spigot site for an answer and found their "How to take a timings report" posting which also says "Creating the data only applies to builds 1261 - 1537. This is not recommended for the latest Spigot builds". This is about plug-in profiling and not the response that I am looking for. This is about collecting data from plug-in usage, not an explanation as to the way hopper propagation is handled between the server and client. I will return to this post before I am ready to put my server on line.
This response still doesn't address my actual question. Is the server doing all the processing? Is all of the processing being done on the client's machine? Is this process being shared between the server and client? If so, how much of the load is being handled on the server? Are the hoppers still being serviced by the server if the chunks are not loaded in any clients' machine? I am looking for insight into the way hopper processes are handled (as well as other redstone activity) in a multi-player configuration.
the server does all the work only the graphical side of things are processed by the client. If the chunks are unloaded then nothing will work till they are loaded again but this is the most basic set up as i have said with the hoppers and chunk loading etc that can also be altered via the server setup and configuration.
As for timings reports it is not just spigot that gives them there is also sponge, taco, paper to name a few and it is not just about plugins but basic server functions too
If the chunks are unloaded then nothing will work till they are loaded again but this is the most basic set up as i have said with the hoppers and chunk loading etc that can also be altered via the server setup and configuration.
Thanks. This partially answers what I am looking for, so let me expound on this thought. Most servers I have been on are set up to transfer 3 items at a time per second. I am wondering, and this is just plain vanilla theory, how much CPU time is being used per hopper per tick per how many items transferred per tick is being used? I am looking at this so that I can better understand what to expect out of an avarage player load on the server as the hopper count starts to increase. I understand that there are plug-ins available to optimize and limit hopper and redstone usage but I want to first, understand the generic scenario.
I understand what you mean but it it does vary on server setup and configuration and then maybe any plugins can can alter things there is no real generic scenario if you want a base line you could try the base server jar with zero configuration and run some stress tests
I am looking for enlightenment on how much actual CPU time is used on the server side on the propagation of items through a hopper chain as apposed to the amount of the actual work that is being done on the player's local machine. I also have the same concern for how the workload for redstone operation is shared between the server and client.
I am posting this in the official Minecraft forum because I am looking for an informative insight from someone who actually has knowledge on how the workload is divided between the server and the client game.
It is quite tricky to say, it would depend on how the server is configured and what optimizations have been put in place
I am hoping for a response from someone that knows vanilla Minecraft at the design level that can give a breakdown of the processing of hopper activity and how this task is shared between the client's machine and the server.
it varys from the what optimisations and configuration are put in place but no tasks are shared between the server and client if you want a breakdown try using a optimised server jar like paper, taco, spigot or sponge and use the built in timings report system
Thank you for this hint. I looked on the Spigot site for an answer and found their "How to take a timings report" posting which also says "Creating the data only applies to builds 1261 - 1537. This is not recommended for the latest Spigot builds". This is about plug-in profiling and not the response that I am looking for. This is about collecting data from plug-in usage, not an explanation as to the way hopper propagation is handled between the server and client. I will return to this post before I am ready to put my server on line.
This response still doesn't address my actual question. Is the server doing all the processing? Is all of the processing being done on the client's machine? Is this process being shared between the server and client? If so, how much of the load is being handled on the server? Are the hoppers still being serviced by the server if the chunks are not loaded in any clients' machine? I am looking for insight into the way hopper processes are handled (as well as other redstone activity) in a multi-player configuration.
the server does all the work only the graphical side of things are processed by the client. If the chunks are unloaded then nothing will work till they are loaded again but this is the most basic set up as i have said with the hoppers and chunk loading etc that can also be altered via the server setup and configuration.
As for timings reports it is not just spigot that gives them there is also sponge, taco, paper to name a few and it is not just about plugins but basic server functions too
Thanks. This partially answers what I am looking for, so let me expound on this thought. Most servers I have been on are set up to transfer 3 items at a time per second. I am wondering, and this is just plain vanilla theory, how much CPU time is being used per hopper per tick per how many items transferred per tick is being used? I am looking at this so that I can better understand what to expect out of an avarage player load on the server as the hopper count starts to increase. I understand that there are plug-ins available to optimize and limit hopper and redstone usage but I want to first, understand the generic scenario.
I understand what you mean but it it does vary on server setup and configuration and then maybe any plugins can can alter things there is no real generic scenario if you want a base line you could try the base server jar with zero configuration and run some stress tests