Don't send ping updates one packet at a time
* Use the batch update feature of the packet. * Lengthen interval between time and ping update packets (ref. http://github.com/cuberite/cuberite/issues/4082#issuecomment-348675321).
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@@ -34,9 +34,6 @@
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// 6000 ticks or 5 minutes
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#define PLAYER_INVENTORY_SAVE_INTERVAL 6000
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// 1000 = once per second
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#define PLAYER_LIST_TIME_MS std::chrono::milliseconds(1000)
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namespace
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{
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@@ -131,8 +128,6 @@ cPlayer::cPlayer(const cClientHandlePtr & a_Client) :
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SetMaxHealth(MAX_HEALTH);
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m_Health = MAX_HEALTH;
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m_LastPlayerListTime = std::chrono::steady_clock::now();
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cWorld * World = nullptr;
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if (!LoadFromDisk(World))
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{
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@@ -3205,13 +3200,6 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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// Update items (e.g. Maps)
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m_Inventory.UpdateItems();
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// Send Player List (Once per m_LastPlayerListTime/1000 ms)
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if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
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{
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m_World->BroadcastPlayerListUpdatePing(*this);
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m_LastPlayerListTime = std::chrono::steady_clock::now();
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}
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if (m_TicksUntilNextSave == 0)
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{
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SaveToDisk();
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