[MISC] CraftProxy 0.2.0 - Reduce bandwidth use by caching chunk data [1.6]

Discussion in 'Archived: Plugin Releases' started by Raphfrk, May 1, 2011.

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    CraftProxy - Reduce bandwidth use by caching chunk data
    Version: 0.2.0


    This plugin and local client allows chunk data to be cached locally by players. This reduces the bandwidth required for hosting the server. It also helps users who are on slower connections.

    I am not sure what the status of this system is. It doesn't count as a plugin, since it has 2 parts.

    Even when running the plugin, players who don't use the client proxy can still connect. However, they will use the full bandwidth.

    The system can reduce bandwidth by 70-90% (after the 2nd login).



    Add the plugin file to the plugins folder


    Start minecraft client and login
    Double click on the client jar file
    Enter login details
    Enter the server location/port in the GUI
    Press start on the GUI
    Connect to localhost on the minecraft client

    Stable Builds

    None yet

    Dev Builds

    Warning: These may not be stable


    Had it get the compress/decompression gain backwards.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
    Jushy, Martin1704, Nathan C and 24 others like this.
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    what u mean with a distant server? it isn't running on my pc if u mean that. Its a rent server from mc-host.de. The servers location id Frankfurt (Germany) and thats about 100 kilometers from here. Frankfurt Servers are well known and allways good connection to them.
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    Is the new update any sigh of releif for others with the packed Id issue ?
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    That's what I meant.

    Dunno, the problem might have been caused by the timeouts, if not, then not.

    Can you have any players with problems delete their CPL_cache and see if that helps. Maybe the people with problems moved around a lot.

    Hmm, I use soft references and the code for handling a refresh from disk might not be working.
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    Sure will ask them.

    Had a guy fresh install it and he got "bad packet" instantly on connect.


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    I might have found the issue, will update the code again this evening.

    Hmm, maybe not that then.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    Check the Edits.

    Also How would I set the Proxy up to Dump advanced logs.

    I read the stuff in the Parameters link.

    Under Quiet, would I just rename the parameter quiet with one of the others listed like debug? and set the = to true

    for example "Quiet:true > Debug:true"

    I have it saving logs already will let it run over night and send u the logs.
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    In the config file


    On the command line, just leaving out quiet would disable the parameter.
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    We got some problems with v55 and cb#764

    And another issue: CPU load is 100%, after a while
    Its defenatly caused by CraftProxy


    Some strange things happend on eth0 interface ( could be caused by hard reset )

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    is there a way to use this in combination with MineShafter??
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    What exactly does mineshafter do?
  13. Raphfrk , Is there a way to ALWAYS keep the chunks loaded ? because everytime I reconnect ( if I close the proxy ) I have to load them again and again .
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    there is no .jar file in the .zip download, please update instructions
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    It should save them to disk and reload when you do.
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    I think data is turning insyncronous after a while. This is causing the 100% server cpu load.
    After cleaning all client cache, the problem went solved for a while.
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    The jar file is a zip file. Windows is probably automatically opening the file for you.

    I am looking into redoing the code for this. It was an add-on for the proxy.

    I need to stop making massive pieces of code with to many features :).

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
  18. Do you know a Easy way to save the chunks on a disk? / folder
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    It doesn't really say what it does. Is it just so that you can log in when the minecraft.net auth server is offline?
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    I guess, but also if you didn't buy the game :p

    yeah, it is a replacement of the minecraft.net server

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    Ahh, ok, so it redirects the client auth check to that server instead?

    Well, that should be OK, (though obviously people should buy the game :)).

    It depends on how it does it. Do you place your server in offline mode?
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    i don't care what mode, prefer online but i don't really care, and it doesn't matter for mineshafter so...
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    Debugging a disconnect is delivering:

    And another sort of error after connecting:

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    I going to re-write the core, so that it gives a solid foundation to the connection and then re-implement the cache system.
    Pim1234 and Simanova like this.
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    Client seems to crash every 10 minutes or so, at least on my system. Out of nowhere, the newline disappears from where the red is. A few seconds later, the program just closes itself. And I get the nice error log, attached. Any other information you need me to include re this crash? :)


    Any chance you could implement a packet buffer?

    A la http://getsatisfaction.com/mojang/t...nect_overflow_after_few_seconds_on_the_server -> Promoted Response (v4 of his tool in same comment, v5 in another comment down below)

    While I'm not entirely certain that the bug/annoyance hasn't been fixed in the Bukkit server, the little java tool there does seem to help quite a lot.
    Ex: Player logs in ->
    Without it: upload to player is around 100-110 KB/s while the first chunks are sent
    With it: upload to player is around 50-60 KB/s while the first chunks are sent and player is rid of the right-after-login-lag faster

    Running the connection through both would be possible, of course... but seems kind of a resource waste.


    Also, could the plugin not fetch the server's port from the server config when creating the initial config file?


    Also, should the cache folder serverside be in the server root? Shouldn't it be inside the same folder as the plugin's settings?

    Thank you for reading. :)

    Attached Files:

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    So once I've port forwarded port 20000, it gets just a bit confusing.
    1. Do all players have to download the GUI?
    2. If I am playing on the computer that I host the server on, in the GUI for Local Server I change the port to 25564 so when I connect to my own server I use localhost:25564. Is that correct?
    3. If other players do have to download the GUI, then what do they do with the GUI to connect via the proxy to my server?
    4. What should other players put into their Multiplayer IP box in Minecraft to connect to my server?

    Thanks, and if someone asked the same questions in the past 13 pages sorry :(
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    Not necessarily. The ones who don't simply don't get the benefit of reduced bandwidth, nor offer the hoster that benefit.
    Technically, yes. But as the server is on the same PC as the client, you don't really need to use the tool. You don't use any internet bandwidth anyway.
    They set the remote IP to your PC's IP and start the proxy. Then connect to 'localhost'

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    any news how far u have rewritten the code? Sorry for asking but i can't wait to play with it :)
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    Seem to be getting bad packed ID's frequently since one of the more recent builds :/
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    Thanks so much!
    It works like a charm.

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