diff options
| author | Kevin <115616336+lag@users.noreply.github.com> | 2026-03-06 19:23:32 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-06 19:23:32 -0600 |
| commit | 13960a93b2a7c114446c109de059db305db4555d (patch) | |
| tree | 1b681d91fd38f0d2da73024041e968160c22552b /Minecraft.Client/PlayerChunkMap.cpp | |
| parent | 16446265d555d21f564b5989611a05918728d643 (diff) | |
Max players from 8 -> 255 + small connection optimizations (#722)
* Multiplayer 8 to max byte increase.
Made-with: Cursor
* Server chunk optimizations for large player counts, server full notification fix, added to server.properties.
Diffstat (limited to 'Minecraft.Client/PlayerChunkMap.cpp')
| -rw-r--r-- | Minecraft.Client/PlayerChunkMap.cpp | 124 |
1 files changed, 36 insertions, 88 deletions
diff --git a/Minecraft.Client/PlayerChunkMap.cpp b/Minecraft.Client/PlayerChunkMap.cpp index 20898ce0..42df6284 100644 --- a/Minecraft.Client/PlayerChunkMap.cpp +++ b/Minecraft.Client/PlayerChunkMap.cpp @@ -12,6 +12,7 @@ #include "..\Minecraft.World\ArrayWithLength.h" #include "..\Minecraft.World\System.h" #include "PlayerList.h" +#include <unordered_set> PlayerChunkMap::PlayerChunk::PlayerChunk(int x, int z, PlayerChunkMap *pcm) : pos(x,z) { @@ -204,106 +205,53 @@ void PlayerChunkMap::PlayerChunk::prioritiseTileChanges() prioritised = true; } +// One system id per machine so we send at most once per system. Local = 256, remote = GetSmallId(). +static int getSystemIdForSentTo(INetworkPlayer* np) +{ + if (np == NULL) return -1; + return np->IsLocal() ? 256 : (int)np->GetSmallId(); +} + void PlayerChunkMap::PlayerChunk::broadcast(shared_ptr<Packet> packet) { - vector< shared_ptr<ServerPlayer> > sentTo; - for (unsigned int i = 0; i < players.size(); i++) + std::unordered_set<int> sentToSystemIds; // O(1) "already sent to this system" check instead of O(N) scan + for (unsigned int i = 0; i < players.size(); i++) { - shared_ptr<ServerPlayer> player = players[i]; - - // 4J - don't send to a player we've already sent this data to that shares the same machine. TileUpdatePacket, - // ChunkTilesUpdatePacket and SignUpdatePacket all used to limit themselves to sending once to each machine - // by only sending to the primary player on each machine. This was causing trouble for split screen - // as updates were only coming in for the region round this one player. Now these packets can be sent to any - // player, but we try to restrict the network impact this has by not resending to the one machine - bool dontSend = false; - if( sentTo.size() ) - { - INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); - if( thisPlayer == NULL ) - { - dontSend = true; - } - else - { - for(unsigned int j = 0; j < sentTo.size(); j++ ) - { - shared_ptr<ServerPlayer> player2 = sentTo[j]; - INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer(); - if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) ) - { - dontSend = true; - } - } - } - } - if( dontSend ) - { + shared_ptr<ServerPlayer> player = players[i]; + INetworkPlayer* thisPlayer = player->connection->getNetworkPlayer(); + if (thisPlayer == NULL) continue; + int sysId = getSystemIdForSentTo(thisPlayer); + if (sysId >= 0 && sentToSystemIds.find(sysId) != sentToSystemIds.end()) continue; - } - // 4J Changed to get the flag index for the player before we send a packet. This flag is updated when we queue - // for send the first BlockRegionUpdatePacket for this chunk to that player/players system. Therefore there is no need to - // send tile updates or other updates until that has been sent int flagIndex = ServerPlayer::getFlagIndexForChunk(pos, parent->dimension); - if (player->seenChunks.find(pos) != player->seenChunks.end() && (player->connection->isLocal() || g_NetworkManager.SystemFlagGet(player->connection->getNetworkPlayer(),flagIndex) )) + if (player->seenChunks.find(pos) != player->seenChunks.end() && (player->connection->isLocal() || g_NetworkManager.SystemFlagGet(thisPlayer, flagIndex))) { - player->connection->send(packet); - sentTo.push_back(player); - } - } - // Now also check round all the players that are involved in this game. We also want to send the packet - // to them if their system hasn't received it already, but they have received the first BlockRegionUpdatePacket for this - // chunk - - // Make sure we are only doing this for BlockRegionUpdatePacket, ChunkTilesUpdatePacket and TileUpdatePacket. - // We'll be potentially sending to players who aren't on the same level as this packet is intended for, - // and only these 3 packets have so far been updated to be able to encode the level so they are robust - // enough to cope with this - if(!( ( packet->getId() == 51 ) || ( packet->getId() == 52 ) || ( packet->getId() == 53 ) ) ) - { - return; + player->connection->send(packet); + if (sysId >= 0) sentToSystemIds.insert(sysId); + } } + // Also send to other server players who have this chunk (may not be in this chunk's players list) + if (!((packet->getId() == 51) || (packet->getId() == 52) || (packet->getId() == 53))) + return; - for( int i = 0; i < parent->level->getServer()->getPlayers()->players.size(); i++ ) + const vector<shared_ptr<ServerPlayer> >& allPlayers = parent->level->getServer()->getPlayers()->players; + for (size_t i = 0; i < allPlayers.size(); i++) { - shared_ptr<ServerPlayer> player = parent->level->getServer()->getPlayers()->players[i]; - // Don't worry about local players, they get all their updates through sharing level with the server anyway - if ( player->connection == NULL ) continue; - if( player->connection->isLocal() ) continue; + shared_ptr<ServerPlayer> player = allPlayers[i]; + if (player->connection == NULL || player->connection->isLocal()) continue; - // Don't worry about this player if they haven't had this chunk yet (this flag will be the - // same for all players on the same system) - int flagIndex = ServerPlayer::getFlagIndexForChunk(pos,parent->dimension); - if(!g_NetworkManager.SystemFlagGet(player->connection->getNetworkPlayer(),flagIndex)) continue; + INetworkPlayer* thisPlayer = player->connection->getNetworkPlayer(); + if (thisPlayer == NULL) continue; + int sysId = getSystemIdForSentTo(thisPlayer); + if (sysId >= 0 && sentToSystemIds.find(sysId) != sentToSystemIds.end()) + continue; - // From here on the same rules as in the loop above - don't send it if we've already sent to the same system - bool dontSend = false; - if( sentTo.size() ) - { - INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); - if( thisPlayer == NULL ) - { - dontSend = true; - } - else - { - for(unsigned int j = 0; j < sentTo.size(); j++ ) - { - shared_ptr<ServerPlayer> player2 = sentTo[j]; - INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer(); - if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) ) - { - dontSend = true; - } - } - } - } - if( !dontSend ) - { - player->connection->send(packet); - sentTo.push_back(player); - } + int flagIndex = ServerPlayer::getFlagIndexForChunk(pos, parent->dimension); + if (!g_NetworkManager.SystemFlagGet(thisPlayer, flagIndex)) continue; + + player->connection->send(packet); + if (sysId >= 0) sentToSystemIds.insert(sysId); } } |
