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.
This commit is contained in:
Kevin
2026-03-06 19:23:32 -06:00
committed by GitHub
parent 16446265d5
commit 13960a93b2
16 changed files with 294 additions and 145 deletions

View File

@@ -830,8 +830,9 @@ void ClientConnection::handleAddPlayer(shared_ptr<AddPlayerPacket> packet)
// Current Win64 path: identify QNet player by name and attach packet XUID.
if (matchedQNetPlayer == NULL)
{
for (BYTE smallId = 0; smallId < MINECRAFT_NET_MAX_PLAYERS; ++smallId)
for (int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
{
BYTE smallId = static_cast<BYTE>(i);
INetworkPlayer* np = g_NetworkManager.GetPlayerBySmallId(smallId);
if (np == NULL)
continue;

View File

@@ -8,6 +8,8 @@
#include "..\..\Windows64\Windows64_Xuid.h"
#include "..\..\Minecraft.h"
#include "..\..\User.h"
#include "..\..\MinecraftServer.h"
#include "..\..\PlayerList.h"
#include <iostream>
#endif
@@ -238,15 +240,33 @@ void CPlatformNetworkManagerStub::DoWork()
qnetPlayer->m_resolvedXuid = INVALID_XUID;
qnetPlayer->m_gamertag[0] = 0;
qnetPlayer->SetCustomDataValue(0);
WinsockNetLayer::PushFreeSmallId(disconnectedSmallId);
if (IQNet::s_playerCount > 1)
IQNet::s_playerCount--;
}
// Always return smallId to the free pool so it can be reused (game may have already cleared the slot).
WinsockNetLayer::PushFreeSmallId(disconnectedSmallId);
// Clear O(1) socket lookup so GetSocketForSmallId stays fast (s_connections never shrinks).
WinsockNetLayer::ClearSocketForSmallId(disconnectedSmallId);
// Clear chunk visibility flags for this system so rejoin gets fresh chunk state.
SystemFlagRemoveBySmallId((int)disconnectedSmallId);
}
}
#endif
}
bool CPlatformNetworkManagerStub::CanAcceptMoreConnections()
{
#ifdef _WINDOWS64
MinecraftServer* server = MinecraftServer::getInstance();
if (server == NULL) return true;
PlayerList* list = server->getPlayerList();
if (list == NULL) return true;
return (unsigned int)list->players.size() < (unsigned int)list->getMaxPlayers();
#else
return true;
#endif
}
int CPlatformNetworkManagerStub::GetPlayerCount()
{
return m_pIQNet->GetPlayerCount();
@@ -581,6 +601,7 @@ CPlatformNetworkManagerStub::PlayerFlags::PlayerFlags(INetworkPlayer *pNetworkPl
this->flags = new unsigned char [ count / 8 ];
memset( this->flags, 0, count / 8 );
this->count = count;
this->m_smallId = (pNetworkPlayer && pNetworkPlayer->IsLocal()) ? 256 : (pNetworkPlayer ? (int)pNetworkPlayer->GetSmallId() : -1);
}
CPlatformNetworkManagerStub::PlayerFlags::~PlayerFlags()
{
@@ -618,6 +639,23 @@ void CPlatformNetworkManagerStub::SystemFlagRemovePlayer(INetworkPlayer *pNetwor
}
}
// Clear chunk flags for a system when they disconnect (by smallId). Call even when we don't find the player,
// so we always clear and the smallId can be reused without stale "chunk seen" state.
void CPlatformNetworkManagerStub::SystemFlagRemoveBySmallId(int smallId)
{
if (smallId < 0) return;
for (unsigned int i = 0; i < m_playerFlags.size(); i++)
{
if (m_playerFlags[i]->m_smallId == smallId)
{
delete m_playerFlags[i];
m_playerFlags[i] = m_playerFlags.back();
m_playerFlags.pop_back();
return;
}
}
}
void CPlatformNetworkManagerStub::SystemFlagReset()
{
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )

View File

@@ -98,12 +98,14 @@ private:
INetworkPlayer *m_pNetworkPlayer;
unsigned char *flags;
unsigned int count;
int m_smallId;
PlayerFlags(INetworkPlayer *pNetworkPlayer, unsigned int count);
~PlayerFlags();
};
vector<PlayerFlags *> m_playerFlags;
void SystemFlagAddPlayer(INetworkPlayer *pNetworkPlayer);
void SystemFlagRemovePlayer(INetworkPlayer *pNetworkPlayer);
void SystemFlagRemoveBySmallId(int smallId);
void SystemFlagReset();
public:
virtual void SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index);
@@ -161,6 +163,9 @@ public:
virtual void GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam );
virtual void ForceFriendsSessionRefresh();
// Win64: used by accept thread to reject connections when server is at max players (so we don't assign smallId > max).
bool CanAcceptMoreConnections();
public:
void NotifyPlayerJoined( IQNetPlayer *pQNetPlayer );
void NotifyPlayerLeaving(IQNetPlayer* pQNetPlayer);

View File

@@ -532,6 +532,48 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
break;
}
if( exitReasonStringId == -1 )
{
Minecraft* pMinecraft = Minecraft::GetInstance();
int primaryPad = ProfileManager.GetPrimaryPad();
if( pMinecraft->m_connectionFailed[primaryPad] )
{
switch( pMinecraft->m_connectionFailedReason[primaryPad] )
{
case DisconnectPacket::eDisconnect_LoginTooLong:
exitReasonStringId = IDS_DISCONNECTED_LOGIN_TOO_LONG;
break;
case DisconnectPacket::eDisconnect_ServerFull:
exitReasonStringId = IDS_DISCONNECTED_SERVER_FULL;
break;
case DisconnectPacket::eDisconnect_Kicked:
exitReasonStringId = IDS_DISCONNECTED_KICKED;
break;
case DisconnectPacket::eDisconnect_NoUGC_AllLocal:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
break;
case DisconnectPacket::eDisconnect_NoUGC_Single_Local:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
break;
case DisconnectPacket::eDisconnect_NoFlying:
exitReasonStringId = IDS_DISCONNECTED_FLYING;
break;
case DisconnectPacket::eDisconnect_Quitting:
exitReasonStringId = IDS_DISCONNECTED_SERVER_QUIT;
break;
case DisconnectPacket::eDisconnect_OutdatedServer:
exitReasonStringId = IDS_DISCONNECTED_SERVER_OLD;
break;
case DisconnectPacket::eDisconnect_OutdatedClient:
exitReasonStringId = IDS_DISCONNECTED_CLIENT_OLD;
break;
default:
exitReasonStringId = IDS_CONNECTION_LOST_SERVER;
break;
}
}
}
if( exitReasonStringId == -1 )
{
ui.NavigateBack(pClass->m_iPad);

View File

@@ -682,6 +682,12 @@ bool MinecraftServer::initServer(int64_t seed, NetworkGameInitData *initData, DW
}
#endif
setPlayers(new PlayerList(this));
#ifdef _WINDOWS64
{
int maxP = getPlayerList()->getMaxPlayers();
WinsockNetLayer::UpdateAdvertiseMaxPlayers((BYTE)(maxP > 255 ? 255 : maxP));
}
#endif
// 4J-JEV: Need to wait for levelGenerationOptions to load.
while ( app.getLevelGenerationOptions() != NULL && !app.getLevelGenerationOptions()->hasLoadedData() )
@@ -2347,15 +2353,19 @@ void MinecraftServer::chunkPacketManagement_PostTick()
}
#else
// 4J Added
// 4J Added - round-robin chunk sends by player index. Compare vs the player at the current queue index,
// not GetSessionIndex() (smallId), so reused smallIds after many connect/disconnects still get chunk sends.
bool MinecraftServer::chunkPacketManagement_CanSendTo(INetworkPlayer *player)
{
if( player == NULL ) return false;
int time = GetTickCount();
if( player->GetSessionIndex() == s_slowQueuePlayerIndex && (time - s_slowQueueLastTime) > MINECRAFT_SERVER_SLOW_QUEUE_DELAY )
DWORD currentPlayerCount = g_NetworkManager.GetPlayerCount();
if( currentPlayerCount == 0 ) return false;
int index = s_slowQueuePlayerIndex % (int)currentPlayerCount;
INetworkPlayer *queuePlayer = g_NetworkManager.GetPlayerByIndex( index );
if( queuePlayer != NULL && (player == queuePlayer || player->IsSameSystem(queuePlayer)) && (time - s_slowQueueLastTime) > MINECRAFT_SERVER_SLOW_QUEUE_DELAY )
{
// app.DebugPrintf("Slow queue OK for player #%d\n", player->GetSessionIndex());
return true;
}

View File

@@ -18,7 +18,11 @@ class LevelType;
class ProgressRenderer;
class CommandDispatcher;
#if defined(_WINDOWS64)
#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 0 // Removed slow queue because at large player counts, chunks stopped appearing
#else
#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 250
#endif
#if defined _XBOX_ONE || defined _XBOX || defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
#define _ACK_CHUNK_SEND_THROTTLING

View File

@@ -136,7 +136,9 @@ void PendingConnection::sendPreLoginResponse()
else
#endif
{
connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket(L"-", ugcXuids, ugcXuidCount, ugcFriendsOnlyBits, server->m_ugcPlayersVersion,szUniqueMapName,app.GetGameHostOption(eGameHostOption_All),hostIndex, server->m_texturePackId) ) );
DWORD cappedCount = (ugcXuidCount > 255u) ? 255u : static_cast<DWORD>(ugcXuidCount);
BYTE cappedHostIndex = (hostIndex >= 255u) ? 254 : static_cast<BYTE>(hostIndex);
connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket(L"-", ugcXuids, cappedCount, ugcFriendsOnlyBits, server->m_ugcPlayersVersion,szUniqueMapName,app.GetGameHostOption(eGameHostOption_All),cappedHostIndex, server->m_texturePackId) ) );
}
}

View File

@@ -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);
}
}

View File

@@ -56,11 +56,8 @@ PlayerList::PlayerList(MinecraftServer *server)
//int viewDistance = server->settings->getInt(L"view-distance", 10);
#ifdef _WINDOWS64
maxPlayers = MINECRAFT_NET_MAX_PLAYERS;
#else
maxPlayers = server->settings->getInt(L"max-players", 20);
#endif
int rawMax = server->settings->getInt(L"max-players", 8);
maxPlayers = (unsigned int)Mth::clamp(rawMax, 1, MINECRAFT_NET_MAX_PLAYERS);
doWhiteList = false;
InitializeCriticalSection(&m_kickPlayersCS);
InitializeCriticalSection(&m_closePlayersCS);
@@ -79,7 +76,7 @@ PlayerList::~PlayerList()
DeleteCriticalSection(&m_closePlayersCS);
}
void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet)
bool PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet)
{
CompoundTag *playerTag = load(player);
@@ -129,13 +126,13 @@ void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer>
ServerLevel *level = server->getLevel(player->dimension);
DWORD playerIndex = 0;
DWORD playerIndex = (DWORD)MINECRAFT_NET_MAX_PLAYERS;
{
bool usedIndexes[MINECRAFT_NET_MAX_PLAYERS];
ZeroMemory( &usedIndexes, MINECRAFT_NET_MAX_PLAYERS * sizeof(bool) );
for (auto& player : players )
for (auto& p : players )
{
usedIndexes[player->getPlayerIndex()] = true;
usedIndexes[p->getPlayerIndex()] = true;
}
for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
{
@@ -146,6 +143,12 @@ void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer>
}
}
}
if (playerIndex >= (unsigned int)MINECRAFT_NET_MAX_PLAYERS)
{
connection->send(shared_ptr<DisconnectPacket>(new DisconnectPacket(DisconnectPacket::eDisconnect_ServerFull)));
connection->sendAndQuit();
return false;
}
player->setPlayerIndex( playerIndex );
player->setCustomSkin( packet->m_playerSkinId );
player->setCustomCape( packet->m_playerCapeId );
@@ -233,8 +236,9 @@ void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer>
addPlayerToReceiving( player );
int maxPlayersForPacket = getMaxPlayers() > 255 ? 255 : getMaxPlayers();
playerConnection->send( shared_ptr<LoginPacket>( new LoginPacket(L"", player->entityId, level->getLevelData()->getGenerator(), level->getSeed(), player->gameMode->getGameModeForPlayer()->getId(),
(byte) level->dimension->id, (byte) level->getMaxBuildHeight(), (byte) getMaxPlayers(),
(byte) level->dimension->id, (byte) level->getMaxBuildHeight(), (byte) maxPlayersForPacket,
level->difficulty, TelemetryManager->GetMultiplayerInstanceID(), (BYTE)playerIndex, level->useNewSeaLevel(), player->getAllPlayerGamePrivileges(),
level->getLevelData()->getXZSize(), level->getLevelData()->getHellScale() ) ) );
playerConnection->send( shared_ptr<SetSpawnPositionPacket>( new SetSpawnPositionPacket(spawnPos->x, spawnPos->y, spawnPos->z) ) );
@@ -296,6 +300,7 @@ void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer>
}
}
}
return true;
}
void PlayerList::updateEntireScoreboard(ServerScoreboard *scoreboard, shared_ptr<ServerPlayer> player)
@@ -513,11 +518,7 @@ if (player->riding != NULL)
shared_ptr<ServerPlayer> PlayerList::getPlayerForLogin(PendingConnection *pendingConnection, const wstring& userName, PlayerUID xuid, PlayerUID onlineXuid)
{
#ifdef _WINDOWS64
if (players.size() >= (unsigned int)MINECRAFT_NET_MAX_PLAYERS)
#else
if (players.size() >= (unsigned int)maxPlayers)
#endif
{
pendingConnection->disconnect(DisconnectPacket::eDisconnect_ServerFull);
return shared_ptr<ServerPlayer>();

View File

@@ -64,7 +64,7 @@ public:
public:
PlayerList(MinecraftServer *server);
~PlayerList();
void placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet);
bool placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet);
protected:
void updateEntireScoreboard(ServerScoreboard *scoreboard, shared_ptr<ServerPlayer> player);

View File

@@ -14,19 +14,44 @@
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\StringHelpers.h"
const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
static unsigned int nametagColorForIndex(int index)
{
0xff000000, // WHITE (represents the "white" player, but using black as the colour)
0xff33cc33, // GREEN
0xffcc3333, // RED
0xff3333cc, // BLUE
#ifndef __PSVITA__ // only 4 player on Vita
0xffcc33cc, // PINK
0xffcc6633, // ORANGE
0xffcccc33, // YELLOW
0xff33dccc, // TURQUOISE
static const unsigned int s_firstColors[] = {
0xff000000, // WHITE (represents the "white" player, but using black as the colour)
0xff33cc33, // GREEN
0xffcc3333, // RED
0xff3333cc, // BLUE
0xffcc33cc, // PINK
0xffcc6633, // ORANGE
0xffcccc33, // YELLOW
0xff33dccc // TURQUOISE
};
#ifndef __PSVITA__
if (index >= 0 && index < 8) // Use original colors for the first 8 players
return s_firstColors[index];
if (index >= 8 && index < MINECRAFT_NET_MAX_PLAYERS)
{
float h = (float)((index * 137) % 360) / 60.f;
int i = (int)h;
float f = h - i;
float q = 1.f - f;
float t = 1.f - (1.f - f);
float r = 0.f, g = 0.f, b = 0.f;
switch (i % 6)
{
case 0: r = 1.f; g = t; b = 0.f; break;
case 1: r = q; g = 1.f; b = 0.f; break;
case 2: r = 0.f; g = 1.f; b = t; break;
case 3: r = 0.f; g = q; b = 1.f; break;
case 4: r = t; g = 0.f; b = 1.f; break;
default: r = 1.f; g = 0.f; b = q; break;
}
int ri = (int)(r * 255.f) & 0xff, gi = (int)(g * 255.f) & 0xff, bi = (int)(b * 255.f) & 0xff;
return 0xff000000u | (ri << 16) | (gi << 8) | bi;
}
#endif
};
return 0xFF000000; //Fallback if exceeds 256 somehow
}
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
@@ -41,9 +66,7 @@ PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0
unsigned int PlayerRenderer::getNametagColour(int index)
{
if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
{
return s_nametagColors[index];
}
return nametagColorForIndex(index);
return 0xFF000000;
}

View File

@@ -13,9 +13,6 @@ public:
static ResourceLocation DEFAULT_LOCATION;
private:
// 4J Added
static const unsigned int s_nametagColors[MINECRAFT_NET_MAX_PLAYERS];
HumanoidModel *humanoidModel;
HumanoidModel *armorParts1;
HumanoidModel *armorParts2;

View File

@@ -8,6 +8,11 @@
#include "WinsockNetLayer.h"
#include "..\..\Common\Network\PlatformNetworkManagerStub.h"
#include "..\..\..\Minecraft.World\Socket.h"
#include "..\..\..\Minecraft.World\DisconnectPacket.h"
#include "..\..\Minecraft.h"
#include "..\4JLibs\inc\4J_Profile.h"
static bool RecvExact(SOCKET sock, BYTE* buf, int len);
SOCKET WinsockNetLayer::s_listenSocket = INVALID_SOCKET;
SOCKET WinsockNetLayer::s_hostConnectionSocket = INVALID_SOCKET;
@@ -21,7 +26,7 @@ bool WinsockNetLayer::s_initialized = false;
BYTE WinsockNetLayer::s_localSmallId = 0;
BYTE WinsockNetLayer::s_hostSmallId = 0;
BYTE WinsockNetLayer::s_nextSmallId = 1;
unsigned int WinsockNetLayer::s_nextSmallId = 1;
CRITICAL_SECTION WinsockNetLayer::s_sendLock;
CRITICAL_SECTION WinsockNetLayer::s_connectionsLock;
@@ -46,6 +51,8 @@ std::vector<BYTE> WinsockNetLayer::s_disconnectedSmallIds;
CRITICAL_SECTION WinsockNetLayer::s_freeSmallIdLock;
std::vector<BYTE> WinsockNetLayer::s_freeSmallIds;
SOCKET WinsockNetLayer::s_smallIdToSocket[256];
CRITICAL_SECTION WinsockNetLayer::s_smallIdToSocketLock;
bool g_Win64MultiplayerHost = false;
bool g_Win64MultiplayerJoin = false;
@@ -73,6 +80,9 @@ bool WinsockNetLayer::Initialize()
InitializeCriticalSection(&s_discoveryLock);
InitializeCriticalSection(&s_disconnectLock);
InitializeCriticalSection(&s_freeSmallIdLock);
InitializeCriticalSection(&s_smallIdToSocketLock);
for (int i = 0; i < 256; i++)
s_smallIdToSocket[i] = INVALID_SOCKET;
s_initialized = true;
@@ -137,6 +147,7 @@ void WinsockNetLayer::Shutdown()
s_disconnectedSmallIds.clear();
DeleteCriticalSection(&s_freeSmallIdLock);
s_freeSmallIds.clear();
DeleteCriticalSection(&s_smallIdToSocketLock);
WSACleanup();
s_initialized = false;
}
@@ -155,6 +166,10 @@ bool WinsockNetLayer::HostGame(int port, const char* bindIp)
EnterCriticalSection(&s_freeSmallIdLock);
s_freeSmallIds.clear();
LeaveCriticalSection(&s_freeSmallIdLock);
EnterCriticalSection(&s_smallIdToSocketLock);
for (int i = 0; i < 256; i++)
s_smallIdToSocket[i] = INVALID_SOCKET;
LeaveCriticalSection(&s_smallIdToSocketLock);
struct addrinfo hints = {};
struct addrinfo* result = NULL;
@@ -289,6 +304,27 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
continue;
}
if (assignBuf[0] == WIN64_SMALLID_REJECT)
{
BYTE rejectBuf[5];
if (!RecvExact(s_hostConnectionSocket, rejectBuf, 5))
{
app.DebugPrintf("Failed to receive reject reason from host\n");
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
Sleep(200);
continue;
}
// rejectBuf[0] = packet id (255), rejectBuf[1..4] = 4-byte big-endian reason
int reason = ((rejectBuf[1] & 0xff) << 24) | ((rejectBuf[2] & 0xff) << 16) |
((rejectBuf[3] & 0xff) << 8) | (rejectBuf[4] & 0xff);
Minecraft::GetInstance()->connectionDisconnected(ProfileManager.GetPrimaryPad(), (DisconnectPacket::eDisconnectReason)reason);
closesocket(s_hostConnectionSocket);
s_hostConnectionSocket = INVALID_SOCKET;
freeaddrinfo(result);
return false;
}
assignedSmallId = assignBuf[0];
connected = true;
break;
@@ -370,18 +406,31 @@ bool WinsockNetLayer::SendToSmallId(BYTE targetSmallId, const void* data, int da
SOCKET WinsockNetLayer::GetSocketForSmallId(BYTE smallId)
{
EnterCriticalSection(&s_connectionsLock);
for (size_t i = 0; i < s_connections.size(); i++)
{
if (s_connections[i].smallId == smallId && s_connections[i].active)
{
SOCKET sock = s_connections[i].tcpSocket;
LeaveCriticalSection(&s_connectionsLock);
return sock;
}
}
LeaveCriticalSection(&s_connectionsLock);
return INVALID_SOCKET;
EnterCriticalSection(&s_smallIdToSocketLock);
SOCKET sock = s_smallIdToSocket[smallId];
LeaveCriticalSection(&s_smallIdToSocketLock);
return sock;
}
void WinsockNetLayer::ClearSocketForSmallId(BYTE smallId)
{
EnterCriticalSection(&s_smallIdToSocketLock);
s_smallIdToSocket[smallId] = INVALID_SOCKET;
LeaveCriticalSection(&s_smallIdToSocketLock);
}
// Send reject handshake: sentinel 0xFF + DisconnectPacket wire format (1 byte id 255 + 4 byte big-endian reason). Then caller closes socket.
static void SendRejectWithReason(SOCKET clientSocket, DisconnectPacket::eDisconnectReason reason)
{
BYTE buf[6];
buf[0] = WIN64_SMALLID_REJECT;
buf[1] = (BYTE)255; // DisconnectPacket packet id
int r = (int)reason;
buf[2] = (BYTE)((r >> 24) & 0xff);
buf[3] = (BYTE)((r >> 16) & 0xff);
buf[4] = (BYTE)((r >> 8) & 0xff);
buf[5] = (BYTE)(r & 0xff);
send(clientSocket, (const char*)buf, sizeof(buf), 0);
}
static bool RecvExact(SOCKET sock, BYTE* buf, int len)
@@ -440,6 +489,15 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
continue;
}
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
if (g_pPlatformNetworkManager != NULL && !g_pPlatformNetworkManager->CanAcceptMoreConnections())
{
app.DebugPrintf("Win64 LAN: Rejecting connection, server at max players\n");
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
closesocket(clientSocket);
continue;
}
BYTE assignedSmallId;
EnterCriticalSection(&s_freeSmallIdLock);
if (!s_freeSmallIds.empty())
@@ -447,14 +505,15 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
assignedSmallId = s_freeSmallIds.back();
s_freeSmallIds.pop_back();
}
else if (s_nextSmallId < MINECRAFT_NET_MAX_PLAYERS)
else if (s_nextSmallId < (unsigned int)MINECRAFT_NET_MAX_PLAYERS)
{
assignedSmallId = s_nextSmallId++;
assignedSmallId = (BYTE)s_nextSmallId++;
}
else
{
LeaveCriticalSection(&s_freeSmallIdLock);
app.DebugPrintf("Win64 LAN: Server full, rejecting connection\n");
SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
closesocket(clientSocket);
continue;
}
@@ -482,6 +541,10 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
app.DebugPrintf("Win64 LAN: Client connected, assigned smallId=%d\n", assignedSmallId);
EnterCriticalSection(&s_smallIdToSocketLock);
s_smallIdToSocket[assignedSmallId] = clientSocket;
LeaveCriticalSection(&s_smallIdToSocketLock);
IQNetPlayer* qnetPlayer = &IQNet::m_player[assignedSmallId];
extern void Win64_SetupRemoteQNetPlayer(IQNetPlayer * player, BYTE smallId, bool isHost, bool isLocal);
@@ -724,6 +787,13 @@ void WinsockNetLayer::UpdateAdvertisePlayerCount(BYTE count)
LeaveCriticalSection(&s_advertiseLock);
}
void WinsockNetLayer::UpdateAdvertiseMaxPlayers(BYTE maxPlayers)
{
EnterCriticalSection(&s_advertiseLock);
s_advertiseData.maxPlayers = maxPlayers;
LeaveCriticalSection(&s_advertiseLock);
}
void WinsockNetLayer::UpdateAdvertiseJoinable(bool joinable)
{
EnterCriticalSection(&s_advertiseLock);

View File

@@ -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;

View File

@@ -3,7 +3,7 @@ using namespace std;
// If we have more than MAX_PLAYER_DATA_SAVES player.dat's then we delete the oldest ones
// This value can be no higher than MAXIMUM_MAP_SAVE_DATA/3 (3 being the number of dimensions in future versions)
#define MAX_PLAYER_DATA_SAVES 80
#define MAX_PLAYER_DATA_SAVES 0x7FFFFFFF
class Player;

View File

@@ -21,7 +21,7 @@ const int XUSER_MAX_COUNT = 1;
const int MINECRAFT_NET_MAX_PLAYERS = 4;
#else
const int XUSER_MAX_COUNT = 4;
const int MINECRAFT_NET_MAX_PLAYERS = 8;
const int MINECRAFT_NET_MAX_PLAYERS = 256;
#endif