Add implement Multiplayer System (LAN Host/Join + Target Server)#179
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kuwacom wants to merge 5 commits intosmartcmd:mainfrom
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Add implement Multiplayer System (LAN Host/Join + Target Server)#179kuwacom wants to merge 5 commits intosmartcmd:mainfrom
kuwacom wants to merge 5 commits intosmartcmd:mainfrom
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- Implement Windows64 LAN multiplayer (host/join, discovery, session flow) - Add command-line options for multiplayer testing: -name, -host, -target - Add multiplayer usage docs to README - Reference implementation: https://github.com/LCEMP/LCEMP
…terrain load speed - Add SystemFlagClearForSystem (PlatformNetworkManagerInterface / GameNetworkManager) - In PlayerList::placeNewPlayer, clear flags when no active player exists on the same system - Prevent initial chunk transmission from being incorrectly skipped after disconnect/reconnect
# Conflicts: # Minecraft.Client/Minecraft.Client.vcxproj.filters
Contributor
Contributor
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What does this PR add compared to Simul's? |
Author
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Oh, I didn't there was already one like that. I haven't checked that one yet, so I'll give it a try. |
Author
It looked almost the same to me. There might be other differences in display, connectivity, or specific bugs. |
Contributor
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They are based on the same fork, so its the same bugs. @kuwacom |
Owner
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Close this PR? |
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Implement Multiplayer System (LAN Host/Join + Target Server)
Description
This PR implements a Windows64 Multiplayer System, including LAN host/join flow, target-server join support, and reconnect stability improvements.
Changes
New Behavior
-target <IP:PORT>.Previous Behavior
After reconnecting, chunk loading could become very slow or appear stuck.
Cause
Per-system chunk-sent flags were not cleared on reconnect, leaving stale streaming state.
Fix Implementation
WinsockNetLayer) for host/join transport.-name <PlayerName>-host <IP:PORT>: default0.0.0.0:25565-target <IP:PORT>: default255.255.255.255:25565Acknowledgements
Special thanks to LCEMP/LCEMP.
This implementation was heavily based on the following repository:
Related Issues