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