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Mirror von https://github.com/PaperMC/Paper.git synchronisiert 2024-12-19 04:50:06 +01:00

Remove pingpacket updating completely for now -- this needs a better fix, the default original implementation has a hug bug

Dieser Commit ist enthalten in:
Erik Broes 2011-09-18 13:11:17 +02:00
Ursprung af6ba0f026
Commit a4355d4bd9

Datei anzeigen

@ -47,13 +47,11 @@ public class ServerConfigurationManager {
// CraftBukkit start
private CraftServer cserver;
private final int MAX_PACKETS_PER_TICK;
public ServerConfigurationManager(MinecraftServer minecraftserver) {
minecraftserver.server = new CraftServer(minecraftserver, this);
minecraftserver.console = new ColouredConsoleSender(minecraftserver.server);
this.cserver = minecraftserver.server;
this.MAX_PACKETS_PER_TICK = minecraftserver.server.getPingPacketLimit();
// CraftBukkit end
this.server = minecraftserver;
@ -317,30 +315,23 @@ public class ServerConfigurationManager {
// CraftBukkit end
}
// CraftBukkit start - Limit/throttle latency packets
public void b() {
int playerCount = this.players.size();
if ((MAX_PACKETS_PER_TICK > 0) && (playerCount > 0)) {
int fromIndex, toIndex;
int i;
int playerListSize = playerCount > 126 ? 126 : playerCount;
int totalPacketCount = playerCount * playerListSize;
int packetsToSend = totalPacketCount < MAX_PACKETS_PER_TICK ? totalPacketCount : MAX_PACKETS_PER_TICK;
/* CraftBukkit start -- remove updating of lag to players -- it spams way to much on big servers.
if (this.p-- <= 0) {
for (i = 0; i < this.players.size(); ++i) {
EntityPlayer entityplayer = (EntityPlayer) this.players.get(i);
int lastIndex = (this.server.ticks * packetsToSend) % totalPacketCount;
for (int i = lastIndex; i < lastIndex + packetsToSend; i++) {
toIndex = i % playerCount;
fromIndex = (i % totalPacketCount) / playerCount;
((EntityPlayer) this.players.get(toIndex)).netServerHandler.sendPacket(new Packet201PlayerInfo(((EntityPlayer) this.players.get(fromIndex)).name, true, ((EntityPlayer) this.players.get(fromIndex)).i));
this.sendAll(new Packet201PlayerInfo(entityplayer.name, true, entityplayer.i));
}
this.p = 200; // <-- this resetting of flushtime is missing! though whole code is commented out now :)
}
for (int j = 0; j < this.server.worlds.size(); ++j) {
this.server.worlds.get(j).manager.flush();
for (i = 0; i < this.server.worlds.size(); ++i) {
this.server.worlds.get(i).manager.flush();
// CraftBukkit end
}
// CraftBukkit end
}
public void flagDirty(int i, int j, int k, int l) {