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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.
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

View file

@ -2181,7 +2181,7 @@ void Server::SendBlocks(float dtime)
std::vector<PrioritySortedBlockTransfer> queue;
s32 total_sending = 0;
u32 total_sending = 0;
{
ScopeProfiler sp2(g_profiler, "Server: selecting blocks for sending");
@ -2195,7 +2195,7 @@ void Server::SendBlocks(float dtime)
if (!client)
continue;
total_sending += client->SendingCount();
total_sending += client->getSendingCount();
client->GetNextBlocks(m_env,m_emerge, dtime, queue);
}
m_clients.unlock();
@ -2207,11 +2207,13 @@ void Server::SendBlocks(float dtime)
std::sort(queue.begin(), queue.end());
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) {
//TODO: Calculate limit dynamically
if (total_sending >= max_blocks_to_send)
break;