Server: Calculate maximal total block sends dynamically (#6393)

The block sends per client is 1/2 when reaching the maximal player count.
This commit is contained in:
SmallJoker 2017-09-09 00:36:48 +02:00 committed by Loïc Blot
parent 1105a14bcc
commit 745a90dc84
6 changed files with 13 additions and 17 deletions

@ -865,11 +865,10 @@ ipv6_server (IPv6 server) bool false
[**Advanced] [**Advanced]
# Maximum number of blocks that are simultaneously sent per client. # Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 10 max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 10
# Maximum number of blocks that are simultaneously sent in total.
max_simultaneous_block_sends_server_total (Maximum simultaneous block sends total) int 40
# To reduce lag, block transfers are slowed down when a player is building something. # To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node. # This determines how long they are slowed down after placing or removing a node.
full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0

@ -1049,13 +1049,11 @@
### Advanced ### Advanced
# Maximum number of blocks that are simultaneously sent per client. # Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
# type: int # type: int
# max_simultaneous_block_sends_per_client = 10 # max_simultaneous_block_sends_per_client = 10
# Maximum number of blocks that are simultaneously sent in total.
# type: int
# max_simultaneous_block_sends_server_total = 40
# To reduce lag, block transfers are slowed down when a player is building something. # To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node. # This determines how long they are slowed down after placing or removing a node.
# type: float # type: float

@ -272,10 +272,7 @@ public:
*/ */
void ResendBlockIfOnWire(v3s16 p); void ResendBlockIfOnWire(v3s16 p);
s32 SendingCount() u32 getSendingCount() const { return m_blocks_sending.size(); }
{
return m_blocks_sending.size();
}
// Increments timeouts and removes timed-out blocks from list // Increments timeouts and removes timed-out blocks from list
// NOTE: This doesn't fix the server-not-sending-block bug // NOTE: This doesn't fix the server-not-sending-block bug

@ -298,7 +298,6 @@ void set_default_settings(Settings *settings)
settings->setDefault("strict_protocol_version_checking", "false"); settings->setDefault("strict_protocol_version_checking", "false");
settings->setDefault("player_transfer_distance", "0"); settings->setDefault("player_transfer_distance", "0");
settings->setDefault("max_simultaneous_block_sends_per_client", "10"); settings->setDefault("max_simultaneous_block_sends_per_client", "10");
settings->setDefault("max_simultaneous_block_sends_server_total", "40");
settings->setDefault("time_send_interval", "5"); settings->setDefault("time_send_interval", "5");
settings->setDefault("default_game", "minetest"); settings->setDefault("default_game", "minetest");

@ -2181,7 +2181,7 @@ void Server::SendBlocks(float dtime)
std::vector<PrioritySortedBlockTransfer> queue; std::vector<PrioritySortedBlockTransfer> queue;
s32 total_sending = 0; u32 total_sending = 0;
{ {
ScopeProfiler sp2(g_profiler, "Server: selecting blocks for sending"); ScopeProfiler sp2(g_profiler, "Server: selecting blocks for sending");
@ -2195,7 +2195,7 @@ void Server::SendBlocks(float dtime)
if (!client) if (!client)
continue; continue;
total_sending += client->SendingCount(); total_sending += client->getSendingCount();
client->GetNextBlocks(m_env,m_emerge, dtime, queue); client->GetNextBlocks(m_env,m_emerge, dtime, queue);
} }
m_clients.unlock(); m_clients.unlock();
@ -2207,11 +2207,13 @@ void Server::SendBlocks(float dtime)
std::sort(queue.begin(), queue.end()); std::sort(queue.begin(), queue.end());
m_clients.lock(); m_clients.lock();
s32 max_blocks_to_send =
g_settings->getS32("max_simultaneous_block_sends_server_total"); // Maximal total count calculation
// The per-client block sends is halved with the maximal online users
u32 max_blocks_to_send = (m_env->getPlayerCount() + g_settings->getU32("max_users")) *
g_settings->getU32("max_simultaneous_block_sends_per_client") / 4 + 1;
for (const PrioritySortedBlockTransfer &block_to_send : queue) { for (const PrioritySortedBlockTransfer &block_to_send : queue) {
//TODO: Calculate limit dynamically
if (total_sending >= max_blocks_to_send) if (total_sending >= max_blocks_to_send)
break; break;

@ -342,6 +342,7 @@ public:
RemotePlayer *getPlayer(const u16 peer_id); RemotePlayer *getPlayer(const u16 peer_id);
RemotePlayer *getPlayer(const char* name); RemotePlayer *getPlayer(const char* name);
u32 getPlayerCount() const { return m_players.size(); }
static bool migratePlayersDatabase(const GameParams &game_params, static bool migratePlayersDatabase(const GameParams &game_params,
const Settings &cmd_args); const Settings &cmd_args);