mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-08-30 06:55:11 +00:00
This is better for performance because these then don't need to be reevaluated every time they are called. When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace. This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified. However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement. But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations. We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
107 lines
2.6 KiB
PHP
107 lines
2.6 KiB
PHP
<?php
|
|
|
|
/*
|
|
*
|
|
* ____ _ _ __ __ _ __ __ ____
|
|
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
|
|
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
|
|
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
|
|
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU Lesser General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* @author PocketMine Team
|
|
* @link http://www.pocketmine.net/
|
|
*
|
|
*
|
|
*/
|
|
|
|
declare(strict_types=1);
|
|
|
|
namespace pocketmine\entity;
|
|
|
|
use function json_decode;
|
|
use function json_encode;
|
|
use function strlen;
|
|
|
|
class Skin{
|
|
|
|
/** @var string */
|
|
private $skinId;
|
|
/** @var string */
|
|
private $skinData;
|
|
/** @var string */
|
|
private $capeData;
|
|
/** @var string */
|
|
private $geometryName;
|
|
/** @var string */
|
|
private $geometryData;
|
|
|
|
public function __construct(string $skinId, string $skinData, string $capeData = "", string $geometryName = "", string $geometryData = ""){
|
|
$this->skinId = $skinId;
|
|
$this->skinData = $skinData;
|
|
$this->capeData = $capeData;
|
|
$this->geometryName = $geometryName;
|
|
$this->geometryData = $geometryData;
|
|
}
|
|
|
|
public function isValid() : bool{
|
|
return (
|
|
$this->skinId !== "" and
|
|
(($s = strlen($this->skinData)) === 16384 or $s === 8192 or $s === 65536) and
|
|
($this->capeData === "" or strlen($this->capeData) === 8192)
|
|
);
|
|
}
|
|
|
|
/**
|
|
* @return string
|
|
*/
|
|
public function getSkinId() : string{
|
|
return $this->skinId;
|
|
}
|
|
|
|
/**
|
|
* @return string
|
|
*/
|
|
public function getSkinData() : string{
|
|
return $this->skinData;
|
|
}
|
|
|
|
/**
|
|
* @return string
|
|
*/
|
|
public function getCapeData() : string{
|
|
return $this->capeData;
|
|
}
|
|
|
|
/**
|
|
* @return string
|
|
*/
|
|
public function getGeometryName() : string{
|
|
return $this->geometryName;
|
|
}
|
|
|
|
/**
|
|
* @return string
|
|
*/
|
|
public function getGeometryData() : string{
|
|
return $this->geometryData;
|
|
}
|
|
|
|
/**
|
|
* Hack to cut down on network overhead due to skins, by un-pretty-printing geometry JSON.
|
|
*
|
|
* Mojang, some stupid reason, send every single model for every single skin in the selected skin-pack.
|
|
* Not only that, they are pretty-printed.
|
|
* TODO: find out what model crap can be safely dropped from the packet (unless it gets fixed first)
|
|
*/
|
|
public function debloatGeometryData() : void{
|
|
if($this->geometryData !== ""){
|
|
$this->geometryData = (string) json_encode(json_decode($this->geometryData));
|
|
}
|
|
}
|
|
}
|