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hello guys

as far as you know mtasa is becoming popular more and more everyday , which means more data more bandwidth , and especially more resources to be uploaded and downloaded , which means we have to change our system , mtasa is using TCP protocol to transfer files which is so damn slow , however before 1 year or more , mtasa add feature which is to use http to transfer , but the problem is , this is still slow

what is the solution ?

Use torrent

torrent is 10 x times faster than http and able to use all download speed u have , and the more upload server speed had , the more client download speed became faster , and since all mta servers are hosted on high internet performers (100 mega - 1 giga link )

this will make player enjoy downloading , and not to quit

alot of players has left mtasa just because of they werent able to enjoy playing , for example take this

we got the cars mods , the roleplay script

and that all have tons of data , around 1 giga or even more

imagine if we use torrent expect of http and TCP

we would make players have fun and enjoy playing and we will earn more players

torrent is simple as TCP and it doesn't require a lot , it just need 1 port to be opened just like tcp 22005

pls reply and tell me what do you think about this idea

Info

http://en.wikipedia.org/wiki/BitTorrent

http://en.wikipedia.org/wiki/Transmission_Control_Protocol

http://en.wikipedia.org/wiki/Hypertext_Transfer_Protocol

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I hope you understand that using P2P to transfer files would mean that all MTA players' computers would become part of a botnet and have more than enough viruses to cause your whole house to burn down.

No.

Oh, and P2P uses TCP/UDP, because those are the only protocols that work well enough for all clients; maybe read more about this stuff so you won't embarress yourself like this again.

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1GB of data files? Certainly nobody will download 1GB to play on your server. It's not MTA at fault here, it's you.

This. Stop installing 500 car mods. No one wants that.

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I actually had a similar idea, but implementing it is not worth it.

If you have a 1 GB resource, then distribute the client side (via torrent if it'll be an active one) and allow to download it externally.

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1 GB resource + client side

You won't get a 1GB resource just by scripting, even with 3D model changing some gamemodes don't achieve 100MB or more, plus you can only do it client-side and don't forget about server-side in addition to that cracking torrent so that they would allow going through the servers system is pretty easy (applying a virus to download everything from the server files, i am not going to go in detail on that), so that would enable high risks of the server getting ruined. It's not worth adding it through out torrents and as others said, why would you put shit loads of mods only because you think they look good and other people not having good internet speeds to download them?

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I actually had a similar idea, but implementing it is not worth it.

If you have a 1 GB resource, then distribute the client side (via torrent if it'll be an active one) and allow to download it externally.

Explain me the good sides in P2P. There's more bad sides than good sides.

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Explain me the good sides in P2P. There's more bad sides than good sides.

To have some low-cost servers with less bandwidth usage. Sure you can use a different server for downloading resources already (right?), but having a popular server with lot of new players every day would probably eat up the bandwidth there soon (if you don't want to pay big bucks).

The internet speed is quite good for lot of us nowadays (at least for me :)), so using correctly balanced P2P would not effect gameplay nor ping (too much). Plus, if the server is active, there are a lot of people to download resources from, so potentially fast download.

I'm not saying it's worth the development time or the server should use 1GB of resources, but that it's not a dumb idea.

I would like to state again that if you really do have 1GB of resources in your server, then zip up the client-side part and just give a link for that on your web page, so people wouldn't need to wait ingame (or create a torrent out of it). Or use asynchronous ingame downloading if possible.

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The only upside in P2P is that you can have multiple sources sharing the files. It doesn't mean a regular server couldn't do that, look at cloud computing for instance - ten times better than any of these "speed improvement" suggestions.

It's more likely to have slower download speed via P2P than downloading from a decent dedicated server. People lack good internet speeds, at least a bunch of my friends have low 1.0 Mbps- connections and it would take quite a while to download something. Some people still use portable network sticks that have a upload speed of 0.4 Mbps or less. It's only useful in big servers where there are 40+ clients to download from regardless of their speed.

Maybe don't buy a cheap predefined game server when you can buy a cloud server and store all your services there without having to care about hardware or your speed or bandwidth. Servers are made to last and I don't find bandwidth as a good reason to switch to P2P, or make it an option, just no.

If you want to have fancy stuff on your server, make them optional or download in the background as mentioned above. FFS and other servers have 30 MB of download and it takes 10 seconds to download that stuff. Maybe don't put so much crap in your server...

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