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Skip dirty stats copy when requesting player stats
There's literally only one getDirty call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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@@ -27,10 +27,8 @@ SparklyPaper's config file is `sparklypaper.yml`, the file is, by default, place
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* But still, if you made your own custom "image on map" plugin, don't forget to `mapView.isLocked = true` to get the same performance benefits in vanilla Paper!
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* Fix concurrency issues when using `imageToBytes` in multiple threads
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* Useful if one of your plugins is parallelizng map creation on server startup
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* Optimize `ServerStatsCounter`'s dirty set
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* Instead of using Java's HashSet, we will use fastutil's `ObjectOpenHashSet`, which has better performance
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* While this seems stupid, awardStat was using around ~0.14% when adding to the `HashSet`, and that's not good
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* We also optimized the `getDirty` calls. I mean, the *only* `getDirty` call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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* Skip dirty stats copy when requesting player stats
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* There's literally only one `getDirty` call. Because the map was only retrieved once, we don't actually need to create a copy of the map just to iterate it, we can just access it directly and clear it manually after use.
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* ~~Avoid unnecessary `ItemFrame#getItem()` calls~~
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* ~~When ticking an item frame, on each tick, it checks if the item on the item frame is a map and, if it is, it adds the map to be carried by the entity player~~
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* ~~However, the `getItem()` call is a bit expensive, especially because this is only really used if the item in the item frame is a map~~
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