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Grouping packets to batch by chunk instead of by player reduces bandwidth efficiency, because the number of active chunks is almost always larger than the number of active players. With the old mechanism, a batch of packets for each active chunk (which could be dozens, or hundreds... or thousands) would be created once, and then sent to many players. This makes the compression load factor O(nActiveChunks). Broadcasting directly is simpler and changes the load factor to O(nActivePlayers), which usually means a smaller number of larger batches are created, achieving better compression ratios for approximately the same cost (the same amount of data is being compressed, just in a different way).
A highly customisable, open source server software for Minecraft: Bedrock Edition written in PHP
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- Building and running from source
- Latest API documentation - Doxygen documentation generated from development
- DevTools - Development tools plugin for creating plugins
- ExamplePlugin - Example plugin demonstrating some basic API features
- Contributing Guidelines
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Licensing information
This project is licensed under LGPL-3.0. Please see the LICENSE file for details.
pmmp/PocketMine are not affiliated with Mojang. All brands and trademarks belong to their respective owners. PocketMine-MP is not a Mojang-approved software, nor is it associated with Mojang.
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PHP
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