Allow dynamic synchronization delay based on the number of viewers

This commit is contained in:
themode 2020-11-18 07:43:45 +01:00
parent 40d6a71697
commit 6869c834f3

View File

@ -74,12 +74,44 @@ import java.util.function.Consumer;
/**
* Those are the major actors of the server,
* they are not necessary backed by a {@link NettyPlayerConnection} as shown by {@link FakePlayer}
* they are not necessary backed by a {@link NettyPlayerConnection} as shown by {@link FakePlayer}.
* <p>
* You can easily create your own implementation of this and use it with {@link ConnectionManager#setPlayerProvider(PlayerProvider)}.
*/
public class Player extends LivingEntity implements CommandSender {
/**
* @see #getPlayerSynchronizationGroup()
*/
private static volatile int playerSynchronizationGroup = 100;
/**
* For the number of viewers that a player has, the position synchronization packet will be sent
* every 1 tick + (viewers/{@code playerSynchronizationGroup}).
* (eg with a value of 100, having 300 viewers means sending the synchronization packet every 3 ticks)
* <p>
* Used to prevent sending exponentially more packets and therefore reduce network load.
*
* @return the viewers count which would result in a 1 tick delay
*/
public static int getPlayerSynchronizationGroup() {
return playerSynchronizationGroup;
}
/**
* Changes the viewers count resulting in an additional delay of 1 tick for the position synchronization.
*
* @param playerSynchronizationGroup the new synchronization group size
* @see #getPlayerSynchronizationGroup()
*/
public static void setPlayerSynchronizationGroup(int playerSynchronizationGroup) {
Player.playerSynchronizationGroup = playerSynchronizationGroup;
}
public static int getPlayerSynchronizationTickDelay(int viewersCount) {
return viewersCount / playerSynchronizationGroup + 1;
}
private long lastKeepAlive;
private boolean answerKeepAlive;
@ -133,7 +165,6 @@ public class Player extends LivingEntity implements CommandSender {
private final Set<Player> targetBreakers = new HashSet<>(1); // Only used if multi player breaking is disabled, contains only this player
// Position synchronization with viewers
protected UpdateOption playerSynchronizationCooldown = new UpdateOption(1, TimeUnit.TICK);
private long lastPlayerSynchronizationTime;
private float lastPlayerSyncX, lastPlayerSyncY, lastPlayerSyncZ, lastPlayerSyncYaw, lastPlayerSyncPitch;
@ -419,9 +450,14 @@ public class Player extends LivingEntity implements CommandSender {
callEvent(PlayerTickEvent.class, playerTickEvent);
// Multiplayer sync
final boolean positionChanged = position.getX() != lastPlayerSyncX || position.getY() != lastPlayerSyncY || position.getZ() != lastPlayerSyncZ;
final boolean viewChanged = position.getYaw() != lastPlayerSyncYaw || position.getPitch() != lastPlayerSyncPitch;
if (!viewers.isEmpty() && !CooldownUtils.hasCooldown(time, lastPlayerSynchronizationTime, playerSynchronizationCooldown)) {
final boolean positionChanged = position.getX() != lastPlayerSyncX ||
position.getY() != lastPlayerSyncY ||
position.getZ() != lastPlayerSyncZ;
final boolean viewChanged = position.getYaw() != lastPlayerSyncYaw ||
position.getPitch() != lastPlayerSyncPitch;
if (!viewers.isEmpty() &&
!CooldownUtils.hasCooldown(time, lastPlayerSynchronizationTime,
TimeUnit.TICK, getPlayerSynchronizationTickDelay(viewers.size()))) {
this.lastPlayerSynchronizationTime = time;
if (positionChanged || viewChanged) {
@ -1779,27 +1815,6 @@ public class Player extends LivingEntity implements CommandSender {
return targetCustomBlock;
}
/**
* Gets the cooldown before this player warns his viewers about position changes.
*
* @return the cooldown between position update
*/
@NotNull
public UpdateOption getPlayerSynchronizationCooldown() {
return playerSynchronizationCooldown;
}
/**
* Changes the cooldown between two position update.
* <p>
* Useful if you have a lot of players close to each other (like 200) and want to limit bandwidth/CPU usage.
*
* @param playerSynchronizationCooldown the cooldown for position update
*/
public void setPlayerSynchronizationCooldown(@NotNull UpdateOption playerSynchronizationCooldown) {
this.playerSynchronizationCooldown = playerSynchronizationCooldown;
}
/**
* Gets the player open inventory.
*