{% extends "base.jinja2" %} {% block title %}Instance Load - DarkflameServer{% endblock %} {% block css %} {% endblock %} {% block content %}

Instance Load

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.

Busiest zones
ZoneBusiest instanceInstancesPlayers
Loading…

Click a zone to see its instances.

Pick a zone
Players per instance

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.

{% if can.instances_manage %}{% endif %}
Zones with their own limits
ZoneSoftHardSpareChanged

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.

{% if can.world_reload %}
World files

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…

{% endif %} {% endblock %} {% block scripts %} {% if can.world_reload %} {% endif %} {% endblock %}