ModernUO/dev-docs/server-requirements.md
Kamron Batman 31cd19b05b
feat(network): grow the send buffer on demand instead of disconnecting (#2639)
## Problem

A connection's send buffer is a fixed 256 KB. A burst of world traffic (a crowded area, a mass spawn, a war) that outruns the client's acknowledgements fills it, `NetState.Send()` reports "send buffer exhausted", and the player is disconnected. Raising the size for everyone multiplies the per-connection footprint (4096 × 256 KB is already 1 GB at full occupancy, page-locked on Windows).

## What changes

- **Growth.** When a packet does not fit (the write span is too small, the packet is larger than the span, or compression returns 0), `Send()` asks the transport to grow the buffer to the next power-of-two tier and retries, up to `network.sendBufferMaxSize` (2 MB). Compression retries once per tier since its output size is not known in advance, including when the buffer is completely full. Only when growth is refused does the existing exhaustion disconnect run. The success path is unchanged.
- **Memory ceiling.** Growth is refused (with a once-a-minute warning) when the process working set exceeds `network.memoryCeilingPercent` (80) of the memory available to the process (container-aware; `0` turns the check off). The figure is sampled at startup and refreshed each maintenance tick.
- **Shrink.** A grown socket returns to the base buffer once it is drained and 30 s have passed since its last growth, attempted from the `DataSent` handler and from the 5 s alive sweep.
- **Retention.** Every minute a timer calls the transport's `Maintain()`, which trims idle tier slabs down to the peak concurrent usage of the last 15 minutes, so recurring bursts reuse buffers without allocation while rare ones give the memory back. The line logs at Debug, and only when capacity, usage, or the floor changed or a growth was refused (budget, at max, or ceiling), so an idle shard logs nothing.
- **Budget.** `network.sendBufferGrowthBudget` (256 MB) caps the tier pools' capacity; a positive value below one tier slab is raised with a warning, a negative one is clamped to 0 (growth off). Worst case is base × connections plus the budget.
- Settings are coerced with accurate warnings (power of two, minimum, 256 MB transport ceiling). `[dumpnetstates` gains the send buffer size. `dev-docs/server-requirements.md` describes the new memory story.

## Tests

`NetStateSendBufferTests` (real loopback sockets): growth instead of disconnect with a byte-exact stream, compressed growth against the compressor's own output, the grow-then-copy path, growth with a send genuinely in flight, refusal past the maximum, refusal under the ceiling, refusal on a closing socket, shrink after the hold (direct and through the alive sweep), and the setting coercions. Server.Tests 891 passed, UOContent.Tests 1052 passed against the published 1.0.12.

Reviewed per task, whole-branch, and adversarially by a second model (twice, the second time jointly with the transport branch); all findings addressed.
2026-09-12 16:35:06 -07:00

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Server Requirements

Hardware guidance for running a ModernUO shard.

Tiers

Use vCPU RAM Storage
Development / test 2 dedicated 2 GB SSD
Small live shard (< 50 concurrent) 4 dedicated 4 GB NVMe
Medium (50200) 48 8 GB NVMe
Large (200+) 8+, high clock 16 GB+ NVMe

These are starting points. Save size drives RAM more than player count does, and single-thread clock speed drives tick latency more than core count does. Both are explained below.

Dedicated vCPU, not burstable

This matters more than any other line on this page.

Budget VPS plans sold as "2 vCPU" are frequently shared or burstable: you get a CPU credit balance or a cgroup quota, and once it is exhausted the hypervisor throttles you. Throttling shows up in game as periodic freezes that correlate with nothing in your logs, and it is the single most common cause of "ModernUO is laggy on my $3/month VPS".

Symptoms worth checking before blaming the server:

  • Steal time above ~1% (top, the %st column on Linux)
  • Lag that disappears when you move to a larger plan with the same core count
  • Tick lag spikes with no matching CPU spike in the process itself

Cores

Game logic is single-threaded. Every mobile, item, timer, and packet handler runs on one thread, so a shard's headroom is bounded by how fast one core is. Two fast cores beat four slow ones.

Cores beyond the first are used by:

  • World saves. world.useMultithreadedSaves (default on) spins up ProcessorCount - 1 serialization workers plus one inline on the main thread. On a 2-core box that is one worker; on a 2-core box with a large world, consider setting it to false so saves do not contend with the loop.
  • The .NET runtime. Tiered JIT compilation (heaviest in the first minutes after boot) and background GC.
  • Everything else on the machine, including your OS and, on Windows, antivirus.

Since ModernUO 2026 the loop sleeps when idle, so an empty shard costs roughly 1% of a core rather than spinning. That change disproportionately helps small hosts.

Memory

Three things dominate, and only one of them scales with players.

World size. A world of ~190,000 items and ~33,000 mobiles loads in about a second and is not itself large. Items and mobiles are the cheap part.

Saves. Each serialization worker pre-allocates a heap sized to its share of the last save, at roughly 1.25× total save size, and those buffers are retained afterwards. A 400 MB save therefore implies about 500 MB of resident serialization heap on top of the live world. This is the reason 1 GB hosts are not viable for a real shard, even though an empty one boots fine.

Map residency. TileMatrix reads map blocks from disk on demand and caches them permanently — there is no eviction. Memory climbs toward full-facet residency as players explore. Felucca's land tiles alone are around 117 MB, and statics are larger.

Optional systems can add substantially more. The pathfinding prebake (pathfinding.prebakeMaps) peaks above 1 GB of heap while baking. Budget for it or leave it off on small hosts.

Network buffers are 64 KB receive plus a configurable send buffer per connection. Send memory is network.sendBufferSize at rest and can grow to network.sendBufferMaxSize under load. Shared send-buffer tier memory is capped by network.sendBufferGrowthBudget, and growth is refused when process memory exceeds network.memoryCeilingPercent of available memory. The worst case is the base send-buffer size times the connection count, plus the shared growth budget: at the defaults, 100 players is roughly 32 MB at rest, and the growth budget can add up to another 256 MB under load.

ModernUO runs Workstation GC, which is the right default for small hosts. Do not switch to Server GC on a 2-core box.

Storage

Saves are write-heavy bursts. Cheap network-attached storage with throttled IOPS will stall the save path, and World.WaitForWriteCompletion blocks the loop at shutdown. Use local NVMe or SSD.

Budget disk for: the world save, plus archives and backups if autoArchive is enabled (retention defaults keep 24 hourly, 30 daily, and 12 monthly copies), plus the pathfinding cache if enabled.

Operating systems

See the README for the full supported list. Two things are worth calling out:

  • Windows Server 2012 R2 and 2016 sleep via a raised timer resolution. Sleeping for a couple of milliseconds prefers a high-resolution waitable timer, which requires Windows 10 1803 / Server 2019. On older versions the ring falls back to timeBeginPeriod(1), which raises the system timer resolution to 1 ms so the plain wait timeout is accurate enough. The trade-off is a higher interrupt rate (system-wide on those versions) — an acceptable price on a dedicated game server, and the reason the high-resolution timer is preferred where it exists.

    Only if both mechanisms fail does the server detect it at startup, log it, and spin instead — the same behaviour as setting server.eventLoopIdleWaitMs to 0: a full core at idle, and zero missed deadlines. A host that claims short waits but cannot deliver them is caught at runtime by the adaptive backoff.

  • Linux kernel 6.1 or newer (Debian 12 and equivalents). io_uring is used where available, with automatic epoll fallback.

Tuning for a small host

Setting Default Why change it
server.eventLoopIdleWaitMs 2 0 never sleeps: ~98% of one core, but zero skipped timer slots and zero lag. The choice for a large shard on dedicated CPU that would rather spend a core than risk a late wake. Above 2 the wheel starts losing slots.
server.lateWakeThreshold 1 Floor for the backoff: idle waits the host may return a full tick late, per second, before the rate test below applies at all. Raise on a jittery host; set very high to disable the backoff.
server.lateWakePercent 10 Share of a second's idle waits that must come back late before idle sleeping backs off. An idle loop sleeps hundreds of times a second, so a bare count cannot tell a few tail outliers from a host that never schedules the process — a genuinely bad host misses most of its waits. 0 leaves lateWakeThreshold in sole charge.
world.useMultithreadedSaves true Set false on 2-core hosts so saves do not contend with the game loop.
pathfinding.prebakeMaps varies Leave off on memory-constrained hosts; it peaks above 1 GB while baking.
network.sendBufferSize 256 KB Lower it if you are memory-bound with many connections.
network.sendBufferMaxSize 2 MB (2097152) Ceiling a single connection's send buffer can grow to under load. Lower it on memory-constrained hosts; raise it if slow clients are disconnected with "send buffer exhausted".
network.sendBufferGrowthBudget 256 MB (268435456) Cap on the shared memory the larger send-buffer tiers may use. Lower it on memory-constrained hosts.
network.memoryCeilingPercent 80% Refuse send-buffer growth once the process is above this share of available memory; 0 turns the check off.
autoArchive.* retention 24h/30d/12m Reduce if disk is tight.

Am I undersized?

Watch the log. The server warns when the host returns idle waits late and suspends idle sleeping, and says so at startup if the host cannot honour short waits at all. Those warnings mean the host is not scheduling the process promptly — typical of burstable or shared vCPU plans — and no server-side change fixes that. For anything deeper, see debugging-event-loop.md.