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Usefulness of This Plugin
I made a plugin that syncs an unlimited amount of servers together. Basically, changes made on one server will be made on all the other connected servers, including all player data (location, inventory, etc.). I was wondering how useful you guys think this is.
If you are interested in checking it out, you can find the page here on Spigot: https://www.spigotmc.org/resources/worldlink.16686/
If you are interested in checking it out, you can find the page here on Spigot: https://www.spigotmc.org/resources/worldlink.16686/
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would be amazing for rpg servers using the same map and system
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I think most RPG servers which have multiple servers like this is suggesting would already have that in place. But it seems like a pretty cool plugin
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i meant like completely different servers. not like you have 1 server who hosts server a and server b. but instead like server.server.com and serverber.serverber.com
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I doubt different servers would wanna share player data...
Edit: I realize now what you meant. I was referring to that in the first place...
Edit: I realize now what you meant. I was referring to that in the first place...
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also it kinda feels like the world seed from sword art online. anyone can create servers but like player stats get shared everywhere
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That could be interesting but I doubt that would ever happen xD
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It's unique and interesting
+1 for making this
+1 for making this
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not even mongodb is 10x faster
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Ehh... This will lag like no tomorrow you know (Because you're sending packets...which lag...)... You'd be better off using an SQL database.
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This depends on if you are forcing the server to wait for packets. In this scenario mysql would lag just as bad from what you are saying. If not worse as you have more than the basic packets to take care of. Also packets don't "Lag like no tomorrow" else the whole game would always lag due to how many are generally being sent a second.
If he has programmed it right it should cause very little performance issues. Allthough depending on how big the servers can get, if you are using events to trigger the code i would suggest making some sort of list for the server to work through so loads of threads are not being created at once for the server to work on. Not sure how much it effects it but I would guess it stops the server getting overwhelmed if suddenly it had loads of requests to send data.
If he has programmed it right it should cause very little performance issues. Allthough depending on how big the servers can get, if you are using events to trigger the code i would suggest making some sort of list for the server to work through so loads of threads are not being created at once for the server to work on. Not sure how much it effects it but I would guess it stops the server getting overwhelmed if suddenly it had loads of requests to send data.
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It doesn't lag at all Using a database would be much more inefficient (first consideration when making this).