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