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

View File

@@ -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++)