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https://github.com/pmmp/PocketMine-MP.git
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Remove debug timings
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parent
d35d9e6ecf
commit
e92923aa10
@ -1387,17 +1387,13 @@ class Server{
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}
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}
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if(!$sync && $this->networkCompressionThreads > 0){
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if(!$sync && $this->networkCompressionThreads > 0){
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Timings::$playerNetworkSendCompressAsync->startTiming();
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$workerPool = $this->getNetworkCompressionWorkerPool($compressor);
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$workerPool = $this->getNetworkCompressionWorkerPool($compressor);
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//TODO: we really want to be submitting all sessions' buffers in one go to maximize performance
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//TODO: we really want to be submitting all sessions' buffers in one go to maximize performance
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$promise = $workerPool->submit($buffer);
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$promise = $workerPool->submit($buffer);
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Timings::$playerNetworkSendCompressAsync->stopTiming();
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}else{
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}else{
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Timings::$playerNetworkSendCompressSync->startTiming();
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$promise = new CompressBatchPromise();
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$promise = new CompressBatchPromise();
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$promise->resolve($compressor->compress($buffer));
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$promise->resolve($compressor->compress($buffer));
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Timings::$playerNetworkSendCompressSync->stopTiming();
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}
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}
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return $promise;
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return $promise;
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@ -50,8 +50,6 @@ abstract class Timings{
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public static TimingsHandler $playerNetworkSendCompress;
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public static TimingsHandler $playerNetworkSendCompress;
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public static TimingsHandler $playerNetworkSendCompressBroadcast;
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public static TimingsHandler $playerNetworkSendCompressBroadcast;
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public static TimingsHandler $playerNetworkSendCompressSessionBuffer;
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public static TimingsHandler $playerNetworkSendCompressSessionBuffer;
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public static TimingsHandler $playerNetworkSendCompressSync;
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public static TimingsHandler $playerNetworkSendCompressAsync;
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public static TimingsHandler $playerNetworkSendEncrypt;
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public static TimingsHandler $playerNetworkSendEncrypt;
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public static TimingsHandler $playerNetworkSendInventorySync;
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public static TimingsHandler $playerNetworkSendInventorySync;
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public static TimingsHandler $playerNetworkSendPreSpawnGameData;
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public static TimingsHandler $playerNetworkSendPreSpawnGameData;
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@ -149,8 +147,6 @@ abstract class Timings{
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self::$playerNetworkSendCompress = new TimingsHandler("Player Network Send - Compression", self::$playerNetworkSend);
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self::$playerNetworkSendCompress = new TimingsHandler("Player Network Send - Compression", self::$playerNetworkSend);
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self::$playerNetworkSendCompressBroadcast = new TimingsHandler("Player Network Send - Compression (Broadcast)", self::$playerNetworkSendCompress);
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self::$playerNetworkSendCompressBroadcast = new TimingsHandler("Player Network Send - Compression (Broadcast)", self::$playerNetworkSendCompress);
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self::$playerNetworkSendCompressSessionBuffer = new TimingsHandler("Player Network Send - Compression (Session Buffer)", self::$playerNetworkSendCompress);
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self::$playerNetworkSendCompressSessionBuffer = new TimingsHandler("Player Network Send - Compression (Session Buffer)", self::$playerNetworkSendCompress);
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self::$playerNetworkSendCompressSync = new TimingsHandler("Player Network Send - Compression (Main Thread)", self::$playerNetworkSendCompress);
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self::$playerNetworkSendCompressAsync = new TimingsHandler("Player Network Send - Compression (Handoff to Worker Thread)", self::$playerNetworkSendCompress);
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self::$playerNetworkSendEncrypt = new TimingsHandler("Player Network Send - Encryption", self::$playerNetworkSend);
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self::$playerNetworkSendEncrypt = new TimingsHandler("Player Network Send - Encryption", self::$playerNetworkSend);
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self::$playerNetworkSendInventorySync = new TimingsHandler("Player Network Send - Inventory Sync", self::$playerNetworkSend);
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self::$playerNetworkSendInventorySync = new TimingsHandler("Player Network Send - Inventory Sync", self::$playerNetworkSend);
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self::$playerNetworkSendPreSpawnGameData = new TimingsHandler("Player Network Send - Pre-Spawn Game Data", self::$playerNetworkSend);
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self::$playerNetworkSendPreSpawnGameData = new TimingsHandler("Player Network Send - Pre-Spawn Game Data", self::$playerNetworkSend);
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