{% extends "base.jinja2" %} {% block title %}Instance Load - DarkflameServer{% endblock %} {% block css %} {% endblock %} {% block content %}
Players in each world instance, recorded once a minute with the server health (kept for health_days),
and how many players an instance of each zone takes.
| Zone | Busiest instance | Instances | Players |
|---|---|---|---|
| Loading… | |||
Click a zone to see its instances.
The master server sends a player to a running instance of the zone while it has fewer players than the
soft cap (joining a friend: the hard cap), and otherwise starts a new one. The hard cap is also the most
connections that instance's world server accepts. Without a value here, the client's ZoneTable caps are used.
Spare instances: the master keeps this many instances with room running, so the next players don't wait for a world to
start. A spare that stays empty shuts itself down after 30 minutes, like any empty world, and the master starts another.
| Zone | Soft | Hard | Spare | Changed |
|---|
Changes apply to instances started from now on; running ones take the new caps too, but a hard cap only as high as they were started with.
The zone files each running world loaded (.luz, .lvl, .lutriggers, terrain,
navmesh). When one changes on disk, the master server replaces the instances that loaded the old version with new ones and moves their
players over. Reload does the same for every instance of a zone now. Properties are not moved (building in
progress isn't saved): an instance of a property on old files takes nobody new, its players are told an update is waiting, and it updates
once everyone has left. Files read from the client's packs are not watched.
Waiting for the master server…