Use nanoTime instead of currentTimeMillis for potential performance increase.
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parent
91c8ca5379
commit
a042453690
1 changed files with 16 additions and 14 deletions
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@ -81,16 +81,18 @@
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+ doneChunks.clear();
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+ }
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+
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+ final long time = -System.currentTimeMillis();
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+ final long startTime = System.nanoTime();
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while (var3.hasNext())
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{
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@@ -308,14 +331,16 @@
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@@ -308,14 +331,18 @@
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Chunk var7 = this.getChunkFromChunkCoords(var4.chunkXPos, var4.chunkZPos);
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this.moodSoundAndLightCheck(var5, var6, var7);
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this.theProfiler.endStartSection("tickChunk");
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- var7.updateSkylight();
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+ if (System.currentTimeMillis() + time <= 4 && doneChunks.add(var4)) { //Limits and evenly distributes the lighting update time
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+ //Limits and evenly distributes the lighting update time
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+ if (startTime - System.nanoTime() <= 4000000 && doneChunks.add(var4))
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+ {
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+ var7.updateSkylight();
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+ }
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this.theProfiler.endStartSection("thunder");
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@ -104,7 +106,7 @@
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{
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this.updateLCG = this.updateLCG * 3 + 1013904223;
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var8 = this.updateLCG >> 2;
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@@ -332,7 +357,7 @@
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@@ -332,7 +359,7 @@
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this.theProfiler.endStartSection("iceandsnow");
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int var13;
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@ -113,7 +115,7 @@
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{
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this.updateLCG = this.updateLCG * 3 + 1013904223;
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var8 = this.updateLCG >> 2;
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@@ -411,7 +436,8 @@
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@@ -411,7 +438,8 @@
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public void func_82740_a(int par1, int par2, int par3, int par4, int par5, int par6)
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{
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NextTickListEntry var7 = new NextTickListEntry(par1, par2, par3, par4);
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@ -123,7 +125,7 @@
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if (this.scheduledUpdatesAreImmediate && par4 > 0)
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{
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@@ -473,7 +499,7 @@
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@@ -473,7 +501,7 @@
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*/
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public void updateEntities()
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{
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@ -132,7 +134,7 @@
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{
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if (this.updateEntityTick++ >= 1200)
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{
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@@ -525,7 +551,8 @@
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@@ -525,7 +553,8 @@
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this.pendingTickListEntries.remove(var4);
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this.field_73064_N.remove(var4);
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@ -142,7 +144,7 @@
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if (this.checkChunksExist(var4.xCoord - var5, var4.yCoord - var5, var4.zCoord - var5, var4.xCoord + var5, var4.yCoord + var5, var4.zCoord + var5))
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{
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@@ -644,16 +671,28 @@
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@@ -644,16 +673,28 @@
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{
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ArrayList var7 = new ArrayList();
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@ -181,7 +183,7 @@
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return var7;
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}
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@@ -661,6 +700,11 @@
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@@ -661,6 +702,11 @@
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* Called when checking if a certain block can be mined or not. The 'spawn safe zone' check is located here.
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*/
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public boolean canMineBlock(EntityPlayer par1EntityPlayer, int par2, int par3, int par4)
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@ -193,7 +195,7 @@
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{
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int var5 = MathHelper.abs_int(par2 - this.worldInfo.getSpawnX());
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int var6 = MathHelper.abs_int(par4 - this.worldInfo.getSpawnZ());
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@@ -670,7 +714,7 @@
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@@ -670,7 +716,7 @@
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var6 = var5;
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}
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@ -202,7 +204,7 @@
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}
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protected void initialize(WorldSettings par1WorldSettings)
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@@ -753,7 +797,7 @@
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@@ -753,7 +799,7 @@
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*/
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protected void createBonusChest()
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{
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@ -211,7 +213,7 @@
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for (int var2 = 0; var2 < 10; ++var2)
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{
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@@ -796,6 +840,7 @@
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@@ -796,6 +842,7 @@
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}
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this.chunkProvider.saveChunks(par1, par2IProgressUpdate);
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@ -219,7 +221,7 @@
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}
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}
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@@ -807,6 +852,7 @@
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@@ -807,6 +854,7 @@
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this.checkSessionLock();
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this.saveHandler.saveWorldInfoWithPlayer(this.worldInfo, this.mcServer.getConfigurationManager().getTagsFromLastWrite());
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this.mapStorage.saveAllData();
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@ -227,7 +229,7 @@
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}
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/**
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@@ -1029,4 +1075,9 @@
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@@ -1029,4 +1077,9 @@
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{
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return this.field_85177_Q;
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}
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