#PlayerListPacket issue with +70 players single instance

1 messages · Page 1 of 1 (latest)

junior badger
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When we reach an amount of 70 players, waterdog starts kicking with the next reason to each player join because the software sent many entries on the PlayerListPacket.

junior badger
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I maded this code to do tests without players

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i tried with 100 and not problem, but my server as minimum have 300

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fixed it using Player#getSession().sendPacketSync, but obviously it is bad for performance

flint eagle
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Wait.. is it a waterdog or a pnx problem?

junior badger
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Both

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But mainly for waterdog, they cant receive that packet because is very big

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So to prevent that, split the packet and split the entries to send it sync to prevent make it as batch

junior badger
flint eagle
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You can split the packet?

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Could you send the code for that?

real seal
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We just need to reduce the entries of a single packet

junior badger
summer quail