perf: skip split-screen system-mate checks on dedicated server

The EntityTracker and TrackedEntity classes have O(players^2 * entities)
loops that check IsSameSystem() for split-screen couch co-op visibility
expansion. On the dedicated server, all players are remote so
IsSameSystem() always returns false, making these loops pure overhead.

Skip them entirely when g_Win64DedicatedServer is true. The original
split-screen logic is preserved for game client LAN hosting.
This commit is contained in:
itsRevela 2026-03-31 22:07:41 -05:00
parent aecef7f10d
commit ea15409bb9
3 changed files with 57 additions and 21 deletions

1
.gitignore vendored
View file

@ -420,3 +420,4 @@ server-data/
tools/*.class
tools/*.swf
tools/staging/
tools/server-monitor/

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@ -21,6 +21,10 @@
#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
#include "PlayerConnection.h"
#ifdef _WINDOWS64
extern bool g_Win64DedicatedServer;
#endif
EntityTracker::EntityTracker(ServerLevel *level)
{
this->level = level;
@ -139,32 +143,40 @@ void EntityTracker::tick()
// 4J Stu - If one player on a system is updated, then make sure they all are as they all have their
// range extended to include entities visible by any other player on the system
// Fix for #11194 - Gameplay: Host player and their split-screen avatars can become invisible and invulnerable to client.
MinecraftServer *server = MinecraftServer::getInstance();
for( unsigned int i = 0; i < server->getPlayers()->players.size(); i++ )
// NOTE: On dedicated servers, IsSameSystem() always returns false for remote
// players (no split-screen), so this loop does nothing. Skip it entirely to
// avoid the O(players * movedPlayers) overhead.
#ifdef _WINDOWS64
if (!g_Win64DedicatedServer)
#endif
{
shared_ptr<ServerPlayer> ep = server->getPlayers()->players[i];
if( ep->dimension != level->dimension->id ) continue;
if( ep->connection == nullptr ) continue;
INetworkPlayer *thisPlayer = ep->connection->getNetworkPlayer();
if( thisPlayer == nullptr ) continue;
bool addPlayer = false;
for (unsigned int j = 0; j < movedPlayers.size(); j++)
MinecraftServer *server = MinecraftServer::getInstance();
for( unsigned int i = 0; i < server->getPlayers()->players.size(); i++ )
{
shared_ptr<ServerPlayer> sp = movedPlayers[j];
shared_ptr<ServerPlayer> ep = server->getPlayers()->players[i];
if( ep->dimension != level->dimension->id ) continue;
if( sp == ep ) break;
if( ep->connection == nullptr ) continue;
INetworkPlayer *thisPlayer = ep->connection->getNetworkPlayer();
if( thisPlayer == nullptr ) continue;
if(sp->connection == nullptr) continue;
INetworkPlayer *otherPlayer = sp->connection->getNetworkPlayer();
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
bool addPlayer = false;
for (unsigned int j = 0; j < movedPlayers.size(); j++)
{
addPlayer = true;
break;
shared_ptr<ServerPlayer> sp = movedPlayers[j];
if( sp == ep ) break;
if(sp->connection == nullptr) continue;
INetworkPlayer *otherPlayer = sp->connection->getNetworkPlayer();
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
{
addPlayer = true;
break;
}
}
}
if( addPlayer ) movedPlayers.push_back( ep );
if( addPlayer ) movedPlayers.push_back( ep );
}
}
for (unsigned int i = 0; i < movedPlayers.size(); i++)

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@ -23,6 +23,10 @@
#include <memory>
#ifdef _WINDOWS64
extern bool g_Win64DedicatedServer;
#endif
TrackedEntity::TrackedEntity(shared_ptr<Entity> e, int range, int updateInterval, bool trackDelta)
{
// 4J added initialisers
@ -351,6 +355,19 @@ void TrackedEntity::sendDirtyEntityData()
void TrackedEntity::broadcast(shared_ptr<Packet> packet)
{
#ifdef _WINDOWS64
// On dedicated servers, IsSameSystem() always returns false for remote players
// (no split-screen), so the dedup loop never filters anything. Skip straight
// to sending to all players in seenBy to avoid O(seenBy^2) overhead.
if (g_Win64DedicatedServer)
{
for (auto& player : seenBy)
{
player->connection->send(packet);
}
return;
}
#endif
if( Packet::canSendToAnyClient( packet ) )
{
// 4J-PB - due to the knockback on a player being hit, we need to send to all players, but limit the network traffic here to players that have not already had it sent to their system
@ -462,7 +479,13 @@ TrackedEntity::eVisibility TrackedEntity::isVisible(EntityTracker *tracker, shar
// 4J - added. Try and find other players who are in the same dimension as this one and on the same machine, and extend our visibility
// so things are consider visible to this player if they are near the other one. This is because we only send entity tracking info to
// players who canReceiveAllPackets().
if(!bVisible)
// NOTE: On dedicated servers, all real players are remote so IsSameSystem()
// always returns false. Skip this O(players) loop entirely.
#ifdef _WINDOWS64
if (!bVisible && !g_Win64DedicatedServer)
#else
if (!bVisible)
#endif
{
MinecraftServer *server = MinecraftServer::getInstance();
INetworkPlayer *thisPlayer = sp->connection->getNetworkPlayer();