forked from MTSR/mapserver
77 lines
1.9 KiB
Markdown
77 lines
1.9 KiB
Markdown
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# Recommended specs
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Recommended specs for running the mapserver
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## Storage
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The tiles are cached in several zoom-levels on disk.
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Storage usage depends heavily on map-size and explored areas
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but it will be in the region of several gigabytes (5 to 10 GB for "older" servers)
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## Memory
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Memory depends on the amount of caching (see: [Configuration](./config.md))
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Per default there will be around 500 mapblocks cached for quicker access.
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This will be around 5 to 10 megabytes depending on the contents.
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The recommendation is to maximize caching so the queries don't slow down the game-database.
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If you are willing to spend around 2 GB of memory set the `maxitems` to 5000 mapblocks.
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Otherwise leave the defaults and see if it has any impact.
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Example config from `mapserver.json`:
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```json
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{
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"mapblockaccessor": {
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"expiretime": "10s",
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"purgetime": "15s",
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"maxitems": 500
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}
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}
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```
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## CPU
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The application is more CPU-bound than IO-bound.
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It will use all the configured CPU's while rendering:
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<img src="../pics/cpu_graph.png"/>
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It is recommended to set the `renderjobs` setting to a number of CPU's
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you can spare.
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Per default it will set the setting to the number of cores you have,
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but it will also run on just 1 job and take a bit longer...
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Example config from `mapserver.json`:
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```json
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{
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"renderingjobs": 2
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}
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```
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## Database
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The recommended database is Postgres if you have a busy server.
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SQLite will work too if the disk-access is good.
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**Personal experience**: Don't worry about it if you have fast SSD's ;)
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## Network
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I don't recommend serving the map behind a slow residential internet connection.
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An upload-bandwidth from 10 MBPS upwards will do the job pretty ok though:
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<img src="../pics/network_graph.png"/>
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# Recap
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If your setup looks something like this, don't worry about performance:
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* 4+ cores
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* 8+ GB RAM
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* 20+ GB SSD
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* Postgres DB
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