The file manager has gotten a few updates that we hope will be useful for you guys. The new features are the following:
It's finally here! You can select files from your computer and upload them directly to your server. Files will upload to whatever folder you are currently viewing. Only certain file type uploads are supported. The types you can upload are:
Clean and simple. Just like creating a new file, you can now create new folders.
You can now delete files more easily using delete mode. Just change to delete mode and click delete on the files or folders you with to remove. Once you're done, you can exit delete mode by clicking the trashcan icon again.
We've had world uploading for a while using the /ul command, but we did not have a web panel version. Now we do! You can find it in the world settings section of the web panel. You can select a world zip file and upload it directly to your server without any extra steps. The /ul command still works too, so you can still use that if you would like.
Hey guys! We've been hard at work creating some new stuff! Here are the details:
You may have noticed a couple days ago that a server list was added to the Minehut website. This server list is currently the same as what you see in game, but we hope to make it into a way for you guys to find cool new servers as well as a place to include extra information about your server that doesn't fit on the in-game menu. Right now, it will display your server's MOTD (with full color and format code support), player count, and direct join IP.
Check it out here: https://minehut.com/servers
This update also brings some changes to server RAM allocation. We found that the amount of RAM we gave per player was not sufficient for most larger servers and the jump in player count didn't quite match up with the amount of RAM that you would get, so we decided to rework each level to be a bit more consistent. Here's what the new breakdown looks like compared to the old one:
As you can see, we've increased the amount of RAM you get for each player count upgrade across the board. Just to be clear, there will be no increase in price. This is a pure and simple upgrade for premium servers. If you have an upgraded player count, you'll want to put your server into hibernation (stop the server, then force stop when it's offline) so that the updated settings can be applied.
Two issues were addressed during the maintenance period. The first was deploying a potential fix for a kernel panic issue that caused our hosts to become unresponsive while under load. We updated our hosts to use a newer, low latency kernel, which should give our hosts better performance and stability. This kernel update also allowed us to use CPU cfs quotas and cgroups, which is important to the solution of the second issue.
The second issue that was addressed has been a problem for Minehut for quite some time. When servers start up and load their world, they use a quite a lot of CPU resources. When many servers were starting up on our hosts, it would affect other servers running on the same host, causing lag. For example, here is the CPU resource graph from one of our hosts when no servers are starting up:
As you can see, there’s room for everyone. Our load average is a reasonable 14.51. We have enough available CPU that all servers should be able to run smoothly. But what happens when just one server starts on the host? Here’s the graph:
Quite a lot of CPU is being used, and there’s not much room left for other servers. Our load average has gone up to 21.28, which is getting close to the optimal limit. When multiple servers start up at the same time, the hosts can become overloaded. This overloading could also occur when one server does a huge world edit or when someone sets off a ton of TNT. Here’s the CPU graph of what something like that would look like:
At a 39.52 load average, we are definitely over the optimal limit. So how do we fix this? CPU cfs quotas and cgroups. Minehut uses Docker Swarm to create containers for each of our Minecraft servers, and Docker Swarm can utilize cfs quotas to handle resource sharing between containers. When a container is created, we can assign the amount of CPU resources that the container is allowed to use. We assign this amount using a unit called a nanoCPU. A nanoCPU is basically a measurement of the amount of time a program can run during one CPU cycle. This update sets the amount of nanoCPUs that we have allowed our containers to use to 2,000,000,000 nanoCPUs per cycle. We have a total capacity of 224,000,000,000 nanoCPUs per cycle across all of our hosts. We may adjust the allowed nanoCPUs in the future, but through our testing, we have found that this number ensures that each server on a host has enough CPU resources to run without being affected by other servers on the same host. For players, this should hopefully mean more consistent server performance with no dependence on time of day or number of servers online.
Some of you may have noticed some startup problems and general server lag this morning. This was due to an unrelated configuration problem on one of our hosts which presented itself after it was restarted. We have since resolved this issue and the network should now be fully operational.
Trent from Super League here.
Tonight from 10-11pm pacific time (UTC-7) Minehut will be offline. This means you will not be able to join the lobby or player servers. We strongly recommend you don’t try to start your server during this time or it could delay the maintenance window as well as risk data loss.
ZeroParticle will be adding support for 1.13 clients to connect, but not 1.13 features. After this update, we will support 1.8-1.13 clients on lobbies and all player servers. This update is simply a protocol hack. Servers will still be running on the latest Spigot 1.12.2.
Follow us on twitter for news https://twitter.com/MinehutMC during the update. Because of this update, ProtocolSupport has to be disabled. It will be re-enabled once the full 1.13 update happens.
Super League has invested in more hardware for servers, backups, and testing. This means that we were able to easily test the this and any future updates on a dev network and will easily be able to transition that onto the main network tonight :)
Full 1.13 Update Timeline
1.13 was a massive update as many of you know. This has led to many breaking changes for plugins and is forcing developers to update their old plugins to 1.13. We are monitoring plugin updates across the community and will do a full 1.13 update when a few things happen:
- Spigot needs to have a stable build. So far they only have snapshots.
- Enough plugins have updated that player servers will be able to function without losing core features.
Keep in mind that everyone updating Spigot and plugins are volunteers. We are patiently waiting for those updates, but cannot reasonably give an estimation when we will be able to do a full 1.13 update. Expect it to be at at least a month. We will post all updates in Discord and on Twitter, with only major updates on the forums.
If you have any questions or find issues with the update, ask us in Discord!