From b3feddfef372618c8a9d7a0abcaf18cfad866c18 Mon Sep 17 00:00:00 2001 From: daoge <3523206925@qq.com> Date: Tue, 3 Mar 2026 03:04:10 +0800 Subject: feat: TU19 (Dec 2014) Features & Content (#155) * try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki --- Minecraft.World/Connection.cpp | 37 +++++++++++++++++++++++++++++++++++-- 1 file changed, 35 insertions(+), 2 deletions(-) (limited to 'Minecraft.World/Connection.cpp') diff --git a/Minecraft.World/Connection.cpp b/Minecraft.World/Connection.cpp index 4392fe54..09f72be0 100644 --- a/Minecraft.World/Connection.cpp +++ b/Minecraft.World/Connection.cpp @@ -174,8 +174,10 @@ void Connection::send(shared_ptr packet) void Connection::queueSend(shared_ptr packet) { if (quitting) return; + EnterCriticalSection(&writeLock); estimatedRemaining += packet->getEstimatedSize() + 1; outgoing_slow.push(packet); + LeaveCriticalSection(&writeLock); } bool Connection::writeTick() @@ -204,8 +206,20 @@ bool Connection::writeTick() #ifndef _CONTENT_PACKAGE // 4J Added for debugging + int playerId = 0; if( !socket->isLocal() ) - Packet::recordOutgoingPacket(packet); + { + Socket *socket = getSocket(); + if( socket ) + { + INetworkPlayer *player = socket->getPlayer(); + if( player ) + { + playerId = player->GetSmallId(); + } + } + Packet::recordOutgoingPacket(packet,playerId); + } #endif // 4J Stu - Changed this so that rather than writing to the network stream through a buffered stream we want to: @@ -241,7 +255,11 @@ bool Connection::writeTick() // 4J Stu - Changed this so that rather than writing to the network stream through a buffered stream we want to: // a) Only push whole "game" packets to QNet, rather than amalgamated chunks of data that may include many packets, and partial packets // b) To be able to change the priority and queue of a packet if required +#ifdef _XBOX int flags = QNET_SENDDATA_LOW_PRIORITY | QNET_SENDDATA_SECONDARY; +#else + int flags = NON_QNET_SENDDATA_ACK_REQUIRED; +#endif sos->writeWithFlags( baos->buf, 0, baos->size(), flags ); baos->reset(); } @@ -253,7 +271,22 @@ bool Connection::writeTick() #ifndef _CONTENT_PACKAGE // 4J Added for debugging if( !socket->isLocal() ) - Packet::recordOutgoingPacket(packet); + { + int playerId = 0; + if( !socket->isLocal() ) + { + Socket *socket = getSocket(); + if( socket ) + { + INetworkPlayer *player = socket->getPlayer(); + if( player ) + { + playerId = player->GetSmallId(); + } + } + Packet::recordOutgoingPacket(packet,playerId); + } + } #endif writeSizes[packet->getId()] += packet->getEstimatedSize() + 1; -- cgit v1.2.3