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

@@ -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);
}
}