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

@@ -12,7 +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;