CatchChallenger vs other

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This is just for me, to have comparaison.

Server

General information

Cost (USD) Software license Open source Multilingual Programming language Datapack Datapack backend User data management
CatchChallenger Free GPL3 Yes Yes C++, lib: Qt Yes File MySQL/SQLite/Postgresql/...(1)
Minecraft Free Proprietary No Yes Java Yes File File
Terraria Free Proprietary No Yes .Net Na File File
Lineage (l2jfree) Free GPL3 Yes No Java Partial File Mysql
rathena Free GPL3 Yes No C Partial File Mysql
PWO Not accessible Proprietary No  ??? C/Visual studio Partial  ???  ???
Cost (USD) Software license Open source Multilingual Programming language Datapack Datapack backend User data management
  • 1) In high performance server for now only postgresql is supported, in Qt version all the Qt database is supported: IBM DB2 (version 7.1 and above), Borland InterBase, MySQL, Oracle Call Interface Driver, Open Database Connectivity (ODBC) - Microsoft SQL Server and other ODBC-compliant databases, PostgreSQL (versions 7.3 and above), SQLite version 2, SQLite version 3, SQLite version 3 for Symbian SQL Database, .. see Database support

Performance

Max players mutually visible Max players Cpu at idle Memory at idle Memory at 100 players Datapack mirror support (3) Cluster + C10K/C10M solved I2P/TOR supported and fluid
CatchChallenger 65535 (1) 65535 (2) * Number of server node 0% 3MB 3MB at idle + 200KB Yes Yes Yes
Minecraft  ??? <500 3% 42MB  ??? NA  ??? Partial
Terraria 255 supported 255 supported 0% 800MB  ??? NA  ??? Partial
Lineage (l2jfree)  ???  ??? 0%  ???  ??? Partial Partial Partial
rathena  ???  ??? 0% 271MB (5MB for non map server)  ???  ???  ???  ???
PWO <50 Big lag after 1000  ???  ???  ??? Partial No  ???
Max players mutually visible Max players Cpu at idle Memory at idle Memory at 100 players Datapack mirror support (3) Cluster + C10K/C10M solved I2P/TOR supported and fluid

Note Note:

The max player is see on correct configuration, it's the benchmarked value on core i5 750, 4GB of memory. Here the important is the coefficient director between the idle and 100 players.

  • 1) With correct settings
  • 2) 16Bits, performance will depends of the settings, but work well on 25 years old computer for 65535 player
  • 3) but optional

Protocol

Crypted Move of other player not impacted by latency Multilingual Compression Datapack updating Multiple datapack
CatchChallenger Yes (1) Yes Yes Yes Yes Yes
Minecraft  ??? Yes NA No NA Yes
Terraria  ???  ??? NA No NA Yes
Lineage (l2jfree)  ??? Yes  ??? No No Partial
Asynchronous Move of other player not impacted by latency Multilingual Compression Datapack updating Multiple datapack
  • 1) SSL/TLS + certificate, Token for clear connection, P2P crypted if use I2P, ...

Client

Cost (USD) Software license Open source Multilingual Programming language Multiples servers Datapack cache Datapack by servers OS
CatchChallenger Free GPL3 Yes Yes C++, lib: Qt Quick 2 (then OpenGl) Yes Yes Yes Windows/Linux/Mac/Others
Minecraft 20$ Proprietary No Yes Java Yes NA NA Windows/Linux/Mac/Others
Terraria 20$ Proprietary No Yes .Net Yes NA NA Windows
Lineage 20$ Proprietary No No C/OpenGL Partial NA NA Windows
PWO Free Proprietary No  ??? C/OpenGL/Visual studio (not work under wine) No Yes NA Windows
Cost (USD) Software license Open source Multilingual Programming language Multiples servers Datapack cache Datapack by servers OS

Datapack

Multi-languages Full Unique format Correct image Correct data Structured data Accessible Optional data
CatchChallenger Yes Yes Yes Yes Yes Yes Yes Yes
Pokenet Partial No No Partial No Partial Yes  ???
Pokemonium Partial No No Partial No Partial Yes  ???
PWO No No Partial No No No No No
Multi-languages Full Unique format Correct image Correct data Structured data Accessible Optional data
CatchChallenger server hardware requirement
  • Full: All the intellectual property/logic, ... is into it and you can mount a server with the datapack downloaded on the client (then include too, bot, door, ...). That's minimize the RTT, improve the backup, minimize the communication, ...
  • Unique format: Usage only of one type of file (.ini, .xml, ...) not multiple
  • Correct image: Use png with alpha (not color as transparency), no .bmp or other bad/buggy format, don't need read external offset to use it
  • Correct data: No data duplication, no useless data or obsolete data
  • Structured data: You known easily with what is linked, no bot string list without context and bot id to identify
  • Accessible: No more binary data as utile (you need have to access of most data by text editor or common editor)
  • Optional data: Can have optional data like interface skin, defaulted by the application when not found. Usefull to have light datapack. Can add extra info about the monster, bot, ...