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:
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, ...
Partners