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Server: Calculate maximal total block sends dynamically (#6393)
The block sends per client is 1/2 when reaching the maximal player count.
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@ -865,11 +865,10 @@ ipv6_server (IPv6 server) bool false
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[**Advanced]
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# Maximum number of blocks that are simultaneously sent per client.
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# The maximum total count is calculated dynamically:
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# max_total = ceil((#clients + max_users) * per_client / 4)
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max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 10
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# Maximum number of blocks that are simultaneously sent in total.
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max_simultaneous_block_sends_server_total (Maximum simultaneous block sends total) int 40
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0
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@ -1049,13 +1049,11 @@
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### Advanced
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# Maximum number of blocks that are simultaneously sent per client.
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# The maximum total count is calculated dynamically:
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# max_total = ceil((#clients + max_users) * per_client / 4)
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# type: int
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# max_simultaneous_block_sends_per_client = 10
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# Maximum number of blocks that are simultaneously sent in total.
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# type: int
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# max_simultaneous_block_sends_server_total = 40
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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# type: float
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@ -272,10 +272,7 @@ public:
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*/
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void ResendBlockIfOnWire(v3s16 p);
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s32 SendingCount()
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{
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return m_blocks_sending.size();
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}
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u32 getSendingCount() const { return m_blocks_sending.size(); }
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// Increments timeouts and removes timed-out blocks from list
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// NOTE: This doesn't fix the server-not-sending-block bug
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@ -298,7 +298,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("strict_protocol_version_checking", "false");
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settings->setDefault("player_transfer_distance", "0");
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settings->setDefault("max_simultaneous_block_sends_per_client", "10");
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settings->setDefault("max_simultaneous_block_sends_server_total", "40");
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settings->setDefault("time_send_interval", "5");
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settings->setDefault("default_game", "minetest");
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@ -2181,7 +2181,7 @@ void Server::SendBlocks(float dtime)
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std::vector<PrioritySortedBlockTransfer> queue;
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s32 total_sending = 0;
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u32 total_sending = 0;
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{
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ScopeProfiler sp2(g_profiler, "Server: selecting blocks for sending");
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@ -2195,7 +2195,7 @@ void Server::SendBlocks(float dtime)
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if (!client)
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continue;
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total_sending += client->SendingCount();
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total_sending += client->getSendingCount();
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client->GetNextBlocks(m_env,m_emerge, dtime, queue);
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}
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m_clients.unlock();
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@ -2207,11 +2207,13 @@ void Server::SendBlocks(float dtime)
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std::sort(queue.begin(), queue.end());
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m_clients.lock();
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s32 max_blocks_to_send =
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g_settings->getS32("max_simultaneous_block_sends_server_total");
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// Maximal total count calculation
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// The per-client block sends is halved with the maximal online users
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u32 max_blocks_to_send = (m_env->getPlayerCount() + g_settings->getU32("max_users")) *
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g_settings->getU32("max_simultaneous_block_sends_per_client") / 4 + 1;
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for (const PrioritySortedBlockTransfer &block_to_send : queue) {
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//TODO: Calculate limit dynamically
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if (total_sending >= max_blocks_to_send)
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break;
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@ -342,6 +342,7 @@ public:
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RemotePlayer *getPlayer(const u16 peer_id);
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RemotePlayer *getPlayer(const char* name);
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u32 getPlayerCount() const { return m_players.size(); }
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static bool migratePlayersDatabase(const GameParams &game_params,
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const Settings &cmd_args);
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