Remove checkIfActive timings
Unneeded and adds extra timings cost to every entity tick
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@@ -38,7 +38,6 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+ public static final Timing playerCommandTimer = Timings.ofSafe("playerCommand");
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+
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+ public static final Timing entityActivationCheckTimer = Timings.ofSafe("entityActivationCheck");
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+ public static final Timing checkIfActiveTimer = Timings.ofSafe("checkIfActive");
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+
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+ public static final Timing antiXrayUpdateTimer = Timings.ofSafe("anti-xray - update");
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+ public static final Timing antiXrayObfuscateTimer = Timings.ofSafe("anti-xray - obfuscate");
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@@ -1119,4 +1118,24 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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public class ActivationRange
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{
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@@ -0,0 +0,0 @@ public class ActivationRange
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*/
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public static boolean checkIfActive(Entity entity)
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{
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- SpigotTimings.checkIfActiveTimer.startTiming();
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// Never safe to skip fireworks or entities not yet added to chunk
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// PAIL: inChunk
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if ( !entity.isAddedToChunk() || entity instanceof EntityFireworks ) { // Paper - EAR: Fix bug with teleporting entities
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- SpigotTimings.checkIfActiveTimer.stopTiming();
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return true;
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}
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@@ -0,0 +0,0 @@ public class ActivationRange
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{
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isActive = false;
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}
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- SpigotTimings.checkIfActiveTimer.stopTiming();
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return isActive;
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}
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}
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--
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