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authorKevin <115616336+lag@users.noreply.github.com>2026-03-06 19:23:32 -0600
committerGitHub <noreply@github.com>2026-03-06 19:23:32 -0600
commit13960a93b2a7c114446c109de059db305db4555d (patch)
tree1b681d91fd38f0d2da73024041e968160c22552b /Minecraft.Client/Windows64/Network/WinsockNetLayer.h
parent16446265d555d21f564b5989611a05918728d643 (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/Windows64/Network/WinsockNetLayer.h')
-rw-r--r--Minecraft.Client/Windows64/Network/WinsockNetLayer.h12
1 files changed, 10 insertions, 2 deletions
diff --git a/Minecraft.Client/Windows64/Network/WinsockNetLayer.h b/Minecraft.Client/Windows64/Network/WinsockNetLayer.h
index fd1280f7..f30240d3 100644
--- a/Minecraft.Client/Windows64/Network/WinsockNetLayer.h
+++ b/Minecraft.Client/Windows64/Network/WinsockNetLayer.h
@@ -12,7 +12,8 @@
#pragma comment(lib, "Ws2_32.lib")
#define WIN64_NET_DEFAULT_PORT 25565
-#define WIN64_NET_MAX_CLIENTS 7
+#define WIN64_NET_MAX_CLIENTS 255
+#define WIN64_SMALLID_REJECT 0xFF
#define WIN64_NET_RECV_BUFFER_SIZE 65536
#define WIN64_NET_MAX_PACKET_SIZE (4 * 1024 * 1024)
#define WIN64_LAN_DISCOVERY_PORT 25566
@@ -89,6 +90,7 @@ public:
static bool StartAdvertising(int gamePort, const wchar_t* hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer);
static void StopAdvertising();
static void UpdateAdvertisePlayerCount(BYTE count);
+ static void UpdateAdvertiseMaxPlayers(BYTE maxPlayers);
static void UpdateAdvertiseJoinable(bool joinable);
static bool StartDiscovery();
@@ -116,7 +118,7 @@ private:
static BYTE s_localSmallId;
static BYTE s_hostSmallId;
- static BYTE s_nextSmallId;
+ static unsigned int s_nextSmallId;
static CRITICAL_SECTION s_sendLock;
static CRITICAL_SECTION s_connectionsLock;
@@ -141,6 +143,12 @@ private:
static CRITICAL_SECTION s_freeSmallIdLock;
static std::vector<BYTE> s_freeSmallIds;
+ // O(1) smallId -> socket lookup so we don't scan s_connections (which never shrinks) on every send
+ static SOCKET s_smallIdToSocket[256];
+ static CRITICAL_SECTION s_smallIdToSocketLock;
+
+public:
+ static void ClearSocketForSmallId(BYTE smallId);
};
extern bool g_Win64MultiplayerHost;