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Implement max player limit #194

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Oct 27, 2024
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13 changes: 11 additions & 2 deletions pumpkin/src/client/client_packet.rs
Original file line number Diff line number Diff line change
Expand Up @@ -164,16 +164,25 @@ impl Client {
}
}

// Don't allow new logons when server is full.
// TODO: If client is an operator or otherwise suitable elevated permissions, allow client to bypass this requirement.
let player_count = server.get_player_count().await;
if player_count >= BASIC_CONFIG.max_players {
log::debug!("Player (IP '{}', username '{}') tried to log in, but the server is full ({}/{} players).", &self.address.lock().await, &profile.name, player_count, BASIC_CONFIG.max_players);
self.kick("The server is currently full, please try again later")
.await;
}
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// Don't allow duplicate UUIDs
if let Some(online_player) = &server.get_player_by_uuid(profile.id).await {
log::debug!("Player (IP '{}', username '{}') tried to log in with the same UUID ('{}') as an online player (IP '{}', username '{}')", &self.address.lock().await.to_string(), &profile.name, &profile.id.to_string(), &online_player.client.address.lock().await.to_string(), &online_player.gameprofile.name);
log::debug!("Player (IP '{}', username '{}') tried to log in with the same UUID ('{}') as an online player (IP '{}', username '{}')", &self.address.lock().await, &profile.name, &profile.id, &online_player.client.address.lock().await, &online_player.gameprofile.name);
self.kick("You are already connected to this server").await;
return;
}

// Don't allow a duplicate username
if let Some(online_player) = &server.get_player_by_name(&profile.name).await {
log::debug!("A player (IP '{}', attempted username '{}') tried to log in with the same username as an online player (UUID '{}', IP '{}', username '{}')", &self.address.lock().await.to_string(), &profile.name, &profile.id.to_string(), &online_player.client.address.lock().await.to_string(), &online_player.gameprofile.name);
log::debug!("A player (IP '{}', attempted username '{}') tried to log in with the same username as an online player (UUID '{}', IP '{}', username '{}')", &self.address.lock().await, &profile.name, &profile.id, &online_player.client.address.lock().await, &online_player.gameprofile.name);
self.kick("A player with this username is already connected")
.await;
return;
Expand Down
16 changes: 16 additions & 0 deletions pumpkin/src/server/mod.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
use connection_cache::{CachedBranding, CachedStatus};
use key_store::KeyStore;
use num_traits::ToPrimitive;
use pumpkin_config::BASIC_CONFIG;
use pumpkin_core::GameMode;
use pumpkin_entity::EntityId;
Expand Down Expand Up @@ -163,6 +164,21 @@ impl Server {
None
}

/// Get the player count sum in all worlds
pub async fn get_player_count(&self) -> u32 {
let mut count = 0;
for world in &self.worlds {
count += world
.current_players
.lock()
.await
.len()
.to_u32()
.expect("Unable to convert to u32");
}
count
}
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you don't need to convert it to u32, just use usize

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BASIC_CONFIG.max_players is u32 which is why I used the conversion, also usize is platform dependent , please let me know what you think

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So generally we want to use usize for such things like a player count. I also want to give the option to disable a player limit, maybe by setting it to -1 ?. the config value can stay u32 because this will be more than enough if someone wants to set a limit

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TL;DR return usize. If you compare it with the config value, cast it

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@lokka30 lokka30 Oct 27, 2024

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Cheers - should be resolved in 8aba1ff. I've also added logic that setting the max players to zero will disable the limit. (since it's unsigned, we can't / shouldn't use -1)


/// Generates a new entity id
/// This should be global
pub fn new_entity_id(&self) -> EntityId {
Expand Down