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First look at shared EntityEventBroadcaster,
this improves performance in PvP servers and other areas where lots of players or entities exist in one space. fixes #5622
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@ -33,6 +33,8 @@ use pocketmine\event\entity\ProjectileHitEvent;
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use pocketmine\item\VanillaItems;
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use pocketmine\math\RayTraceResult;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\network\mcpe\EntityEventBroadcaster;
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use pocketmine\network\mcpe\NetworkBroadcastUtils;
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use pocketmine\network\mcpe\protocol\types\entity\EntityIds;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataCollection;
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use pocketmine\network\mcpe\protocol\types\entity\EntityMetadataFlags;
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@ -196,9 +198,10 @@ class Arrow extends Projectile{
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return;
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}
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foreach($this->getViewers() as $viewer){
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$viewer->getNetworkSession()->onPlayerPickUpItem($player, $this);
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}
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NetworkBroadcastUtils::broadcastEntityEvent(
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$this->getViewers(),
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fn(EntityEventBroadcaster $broadcaster, array $recipients) => $broadcaster->onPickUpItem($recipients, $player, $this)
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);
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$ev->getInventory()?->addItem($ev->getItem());
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$this->flagForDespawn();
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