* clarity fixes in lewdlad post

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shockrah 2021-07-27 11:13:20 -07:00
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commit ebe57e1c60

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@ -21,10 +21,11 @@ Around this time I started hosting a minecraft server for friends to play on.
Being hosted on AWS meant the server had _burst capacity_, which basically means the CPU can boost temporarily to handle harder workloads. Being hosted on AWS meant the server had _burst capacity_, which basically means the CPU can boost temporarily to handle harder workloads.
This ability is similar to a magic ability in most games, takes up some MP and has to recharge. This ability is similar to a magic ability in most games, takes up some MP and has to recharge.
While idling a vanilla minecraft server sits very close to the _burst limit_ where the CPU starts using its _burst capability_. While idling a vanilla minecraft server sits very close to the _burst limit_ where the CPU starts using its _burst capability_.
To make sure it didn't needlessly burst I put Lewdlad on the same server as the minecraft game files and put a `start-minecraft.sh` script behind a command for the bot to use. To make sure it didn't needlessly burst I made sure that we only started a game server if the bot was asked to; hence why I gave Lewdlad a hook to run a `start.sh` and `stop.sh` script for each configured game.
This behavior was then put behind a couple of Discord commands.
The architecture was surprisingly simple and ended up being way more flexible and easy to use than I ever expected.
I ended up extending it to this with multiple games so each game had its own directory in a predetermined directory: The architecture thus far ended up looking like this:
``` ```
Lewdlad/ Lewdlad/