Interesting, that's definitely not what I'm seeing from regular use. Are you running any added applications? LDAP? SSO? External mounts?
Are you looking at data rates or IO operations? Because this is almost exclusively stat queries, i.e. inode queries.
Oh yeah, CPU usage is basically zero, and memory usage of the PHP code itself is also basically nil compared to other software I run. It's just the sudden storms of IO requests that causes issues, and since those come over a network pipe it causes issues for other pieces of software as well.
Again, it works until it requires reloading, i.e. the next update of any component or the next restart of the server.
I'm also running an inode cache on the client side, on top of the persistent opcache, but due to the sheer number of files that Nextcloud consists of it still generates a frankly ridiculous amount of calls when it needs to invalidate the cache. If you're running on local drives then that's likely much less of an issue, regardless of what kind of drive it is, but this is hosted on machines that do not have any local storage.
Yep, those values are actually somewhat tame compared to my own cache tuning, the issue remains that the code requires reloading PHP files from disk during runtime in order to support applications and updates, which - even if it doesn't happen often - causes IO storms that temporarily break both Nextcloud as well as other software.
Currently working to move away from Nextcloud myself, it's PHP nature causes IO storms when it tries to check if it needs to reload any code for incoming requests.
All OpenWRT-based routers have the option of built-in DNS-based adblock, can thoroughly recommend the Turris routers for such things.
It's worth noting that the ESS suite Chart is absolutely not built to be community-viable, it's built for the kind of single-purpose deployments that Element offer hosting for, and it also breaks almost all Kubernetes best practices. Which is actually not wrong per-se. Element need to be able to maintain it after all, and since they don't have the Kubernetes know-how to build generic components, it makes sense to instead bundle a fully integrated solution which they are comfortable with developing and debugging.
They're definitely slowly but steadily rewriting Synapse in Rust as well, that's been an open and ongoing project for a while now. You can see that just by looking in the Rust folder in the Synapse sources.
I strongly doubt that they have the "rest" of the application rewritten internally and keeping it hostage for paid hosting though, it'd cost them too much to keep separate codebases for such a thing.
The "Synapse Pro" offering is most likely just the regular Python+Rust Synapse, but with a few additional HA components and some workers written in Rust for efficiency, just like how there's community workers written in both C# and Go for performance reasons.
If you don't have a hard requirement for the Helm Chart to be written by Element themselves, I've been maintaining some Charts for Matrix components for almost six years - which have also ended up being used as the base for the German BundesMessenger project. Unfortunately free time hasn't allowed me to do nearly as much as I want with it, especially since it continues to work for the use-cases for my job.
We do have a room on Matrix for dealing with Kubernetes setups though.
I also ended up chatting with one of the core devs of Synapse about ways to improve regular Python Synapse for use with Kubernetes back in the ending of January, so hopefully it'll improve in that direction when time allows. They have the exact same problems with providing hosted setups after all, so they too want to make the open-source version easier to run.
One has super cow powers, the other one doesn't.
Thank you so much, especially for the private instance improvement.
It's sad when it's revealing that ~80% of all traffic to my home instance is garbage.
Default block for incoming traffic is always a good starting point.
I'm personally using crowdsec to good results, but still need to add some more to it as I keep seeing failed attacks that should be blocked much quicker.
10-20% of year-over-year revenue is the going rate.
Honestly, the two reasons I've been sticking with Plex is the federated/shared libraries and watch together.
If they're starting to axe those then I see no reason to continue using it.
The Librelancer project is working on this.
There are actually a few projects doing exactly that, at least for the early entries;
- FreeSO - Open-source version of The Sims: Online but with a bunch of modern improvements, main server shut down at the end of last year
- Simitone - Single-player interface for FreeSO
- FreeSims - Open-source engine for The Sims
- OpenTS2 - Open-source implementation of The Sims 2 engine in Unity
Development pace for them is somewhat slow due apparent lack of interest - and a healthy dose of fear of EA interference - though.
Calling it a "Lemmy/Mastodon bridge" sounds off, it's like saying "Gmail/Outlook bridge" when discussing the sending of emails between the two.
I'd use the word "interoperability" instead, or maybe "interaction" for something slightly less technical.
I might be slightly biased, but I can also recommend OpenMW for Deck.
Been enjoying Aloft, a pretty cozy exploration/survival game about restoring the environment of various floating islands.
Also started working my way through Disco Elysium.
Hello, Today we want to share some exciting news!

21st of October, let's go!
Available on Steam for wishlisting now as well. Not sure I agree with having the expansion on the same cost as the base game, but it is a tremendous amount of changes and improvements, both in the free patch as well as the additional paid content. So I'm definitely going to buy it.
Hello, we usually show finished stuff in Friday facts these days, but I personally always liked to have a peek behind the curtains and see the (temporary) mess there. This motivated me to do some kind of overview of how the overall expansion development felt from my perspective. If you are lik...

It's getting close, next week should bring a planned release date.
Hello, last week you've seen how Gleba looks, it's time to get a glimpse of what you can do there. With the idea of being a biological planet full of life, it seems reasonable to expect our engineer is about to harvest some of that. We already have ways of harvesting nature, specifically trees. On...

Looks like things are going to get really interesting
Hello, Today we're going to take a look at a feature some of us have dreamt of changing for years now - the beacon transmission. The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of be...

It's nice to see the continued balancing and optimization work that they're doing, and more modding capabilities is always great.
Hello, welcome once again to the world of facts.

Hello, Today we continue our musical journey.

It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not ...

Not sure how well bombastic brass will do over longer periods of play, but I'm sure Wube have thought of that - going to be really interesting to see/hear this in action.
Hello, Today we have a quite a range of new features and improvements coming in 2.0.

Hello, Today we have another dose of anti-frustration improvements for you.

The quality of life just keeps on coming.
Hello, When playing with trains, you tend to spend a lot of time building train stops. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.

The QoL work keep on coming, really feels like it's going to become a whole new game once they get the expansion ready for release.
Hello, we have gathered here today to talk about a new quality of life feature coming with 2.0.

It's really nice to see how they continue to cater to player quality of life, lots of great improvements both for new and returning players here.
Hello, Another trains FFF!

Some more general improvements to trains, the upcoming patch (and DLC) just continue to collect quality of life improvements it seems.
Hello, let me show you another dose of things we just can't stop ourselves from doing.

The quality of life just keeps on coming, proper flipping is great, and core support for setting recipes through circuits is great - I've used mods to do just that many times before.

Just another Swedish programming sysadmin person. Coffee is always the answer.
And beware my spaghet.