00:00 < bridge> [teeworlds] when you're scraping a website you're also "just" navigating it like a user with a browser 00:00 < bridge> [teeworlds] I think that traffic is not much compared to players playing on a server. 00:00 < bridge> [teeworlds] but you're also hitting them when people are not playing 00:00 < bridge> [teeworlds] it's a lot when done on an extended duration, I agree with heinrich on that 00:01 < bridge> [teeworlds] imagine 50 people hosting your discord bot 00:01 < bridge> [teeworlds] (and you hosting many servers on one actual machine) 00:01 < bridge> [teeworlds] the server expects 16 to 64 players playing 24/7 00:01 < bridge> [teeworlds] expecting as much traffic. 00:01 < bridge> [teeworlds] I doubt anyone will use that bot. 00:01 < bridge> [teeworlds] maybe one or two people 00:01 < bridge> [teeworlds] at most 00:02 < bridge> [teeworlds] one would not host a game server if they don't expect at least some kind of player traffic. 00:02 < bridge> [teeworlds] it's basically a max of 1500bytes, let's say 2KB every 16 seconds. 00:04 < bridge> [teeworlds] 10.8 mb per day 00:04 < bridge> [teeworlds] one teeworlds game 00:04 < bridge> [teeworlds] I get 33MB per server per month per instance running at 200bytes 00:05 < bridge> [teeworlds] (rough size observed by opening teeworlds) 00:07 < bridge> [teeworlds] per instance running at 200bytes what do you mean by that? 00:08 < bridge> [teeworlds] per instance of the bot running and assuming 200 bytes for the server answer because I just measured it with wireshark 00:08 < bridge> [teeworlds] ah, ok 00:08 < bridge> [teeworlds] well, I calculated with the max packet size value 00:09 < bridge> [teeworlds] 1,08 mb per server per day 00:09 < bridge> [teeworlds] based on 200bytes per request on average 00:10 < bridge> [teeworlds] ._. I'm dumb, just now understood that you actually meant the instance 00:10 < bridge> [teeworlds] of a bot 00:12 < bridge> [teeworlds] taking ddnet servers as a reference (ger), looking at their traffic, I see 100GB/month 00:12 < bridge> [teeworlds] at 16 servers, your bot roughly causes 500MB/month 00:12 < bridge> [teeworlds] i.e. 0.5% cost increase. that might be okay 00:13 < bridge> [teeworlds] 1/200 00:13 < bridge> [teeworlds] playr 00:13 < bridge> [teeworlds] (although ddnet servers are well populated, so cost increase will be larger for smaller servers) 00:13 < bridge> [teeworlds] maybe implementing a callback would result in much less traffic 00:13 < bridge> [teeworlds] player 00:13 < bridge> [teeworlds] assuming most servers are empty 00:13 < bridge> [teeworlds] player 00:14 < bridge> [teeworlds] well, I wonder if anybody actually pays or their traffic. 00:14 < bridge> [teeworlds] that hosts a gameserver Oo 00:14 < bridge> [teeworlds] traffic isn't free, some server hosters subsidize it 00:14 < bridge> [teeworlds] (outbound) 00:16 < bridge> [teeworlds] but 0.5% is okay, I think, unless more people start running your software 00:17 < bridge> [teeworlds] if more people would use the bot via discord, it would lessen the actual load on server. 00:17 < bridge> [teeworlds] servers 00:18 < bridge> [teeworlds] that's a hypothesis 😉 00:18 < bridge> [teeworlds] well, on startup the browser refreshes anyway 00:32 < bridge> [teeworlds] providing a rest api for server querying :o, how's that 00:33 < bridge> [teeworlds] status.tw already has that tho 19:40 < bridge> [teeworlds] does teeworlds interpolate between updates on client side? 19:40 < bridge> [teeworlds] *game frames 19:42 < bridge> [teeworlds] yeah. linear prediction between the current and the last tick 19:43 < bridge> [teeworlds] interpolation*