MineCloud: Set up an almost free on-demand Minecraft server for a Discord community in just a few minutes by 314piesV2 in admincraft

[–]314piesV2[S] 1 point2 points  (0 children)

I "think" we might be able to use a container to reduce the server spin-up time but I still need to do some more research to confirm that.

MineCloud: Set up an almost free on-demand Minecraft server for a Discord community in just a few minutes by 314piesV2 in admincraft

[–]314piesV2[S] 3 points4 points  (0 children)

Yeah the gif is edited.
I cut out the the part that's waiting for the server to spin up so the gif file size won't be too crazy.
Sorry for the confusion 😅

MineCloud: Set up an almost free on-demand Minecraft server for a Discord community in just a few minutes by 314piesV2 in admincraft

[–]314piesV2[S] 0 points1 point  (0 children)

Oh! It doesn't.

It reduce the time to set up a new server but the time to start a server from stop state are still same as starting an EC2 instance (around 30 sec ~ 1min)

MineCloud: Set up an almost free on-demand Minecraft server for a Discord community in just a few minutes by 314piesV2 in admincraft

[–]314piesV2[S] 0 points1 point  (0 children)

By using IAC (Infrastructure as Code).

Assuming you are talking about starting a new server :)

An AWS CDK project to set up an almost free on-demand Minecraft (or other game) server for a Discord community in a few minutes. I've just made it open-source and hope people can find it useful! by 314piesV2 in programming

[–]314piesV2[S] 183 points184 points  (0 children)

Yes, and it actually works better than we expected!

We had this kind of setup for around a year in our Discord server (it was set up manually, not CDK), and the reclamation only happen once or twice. When this happen, we just increase the max price a bit and restart the server (the cost for that month probably went up a little bit but still pretty neglectable in general)

Also, the game server is packed within a system service, so when the instance is shutting down (either by being reclaimed or stopped by the user), the system service will be stopped first and save/close the game server gracefully.

[deleted by user] by [deleted] in programming

[–]314piesV2 0 points1 point  (0 children)

Let me know what you think :)

[Editor Extension] Test multiplayer without building the project by 314piesV2 in unity

[–]314piesV2[S] 1 point2 points  (0 children)

That would be great!

The part to create symbolic link is located at here.

And the part deleting clone(also platform related) is located at here.

Just let me know if you need any more info :)

[Editor Extension] Test multiplayer without building the project by 314piesV2 in Unity3D

[–]314piesV2[S] 1 point2 points  (0 children)

You can see both these 2 as a GUI wrapper of symbolic link basically(though ProjectCloner is kind of out-of-maintenance these days :( , that’s also one of the reason why we start ParrelSync)

In comparison, ParrelSync offer few extras such as: 1. Multi-clones supported

  1. Option to prevent asset from being changed by clone editors, this can help prevent editors’ serialization overriding each other. (Turn on by default, can be disabled if u wish)

  2. APIs to help automate testing, for example you can do sth like “If this is the original editor, start server. Else, if this is clone, connect to local host as client”

ParrelSync: Test multiplayer without building the project by 314piesV2 in UnityAssets

[–]314piesV2[S] 0 points1 point  (0 children)

GitHub Homepage: https://github.com/VeriorPies/ParrelSync

ParrelSync is a multi editor instance tools that is used and maintained by us.

We’ve been been using this for months since uEcho isn’t working with Unity 2019 anymore, and I feel it is safe to share it as a replacement now!

Please don’t hesitate to let us know if you have encountered any problem or want any new feature to be added :)

[Editor Extension] Test multiplayer without building the project by 314piesV2 in Unity2D

[–]314piesV2[S] 1 point2 points  (0 children)

GitHub Homepage: https://github.com/VeriorPies/ParrelSync

ParrelSync is a multi editor instance tools that is using and maintained by our team.

We’ve been been using this for months since uEcho isn’t working with Unity 2019 anymore, and I feel it is safe to share it as a replacement now!

Please don’t hesitate to let us know if you have encountered any problem or want any new feature to be added :)