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Redid packet prioritisation to fix chunk loss bug encountered when teleporting, also addresses issues caused by teleport fixes.
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@ -93,32 +93,39 @@ public class NetworkManager {
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try {
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Object object;
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Packet packet = null; // CraftBukkit
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Packet packet;
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int i;
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int[] aint;
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// CraftBukkit start - thread safety and prioitizing packets in this.n (high prioirty queue) over those in this.o (low priority queue).
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object = this.g;
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synchronized (this.g) {
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long time = System.currentTimeMillis();
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if (!this.n.isEmpty() && (this.f == 0 || time - ((Packet) this.n.get(0)).timestamp >= (long) this.f)) {
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if (!this.n.isEmpty() && (this.f == 0 || System.currentTimeMillis() - ((Packet) this.n.get(0)).timestamp >= (long) this.f)) {
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object = this.g;
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synchronized (this.g) {
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packet = (Packet) this.n.remove(0);
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this.x -= packet.a() + 1;
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} else if (this.y-- <= 0 && !this.o.isEmpty() && (this.f == 0 || time - ((Packet) this.o.get(0)).timestamp >= (long) this.f)) {
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packet = (Packet) this.o.remove(0);
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this.x -= packet.a() + 1;
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this.y = 0;
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}
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}
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if (packet != null) {
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Packet.a(packet, this.output);
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aint = e;
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i = packet.b();
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aint[i] += packet.a() + 1;
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flag = true;
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}
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// CraftBukkit end
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// CraftBukkit - don't allow low priority packet to be sent unless it was placed in the queue before the first packet on the high priority queue
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if ((flag || this.y-- <= 0) && !this.o.isEmpty() && (this.n.isEmpty() || ((Packet) this.n.get(0)).timestamp > ((Packet) this.o.get(0)).timestamp)) {
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object = this.g;
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synchronized (this.g) {
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packet = (Packet) this.o.remove(0);
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this.x -= packet.a() + 1;
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}
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Packet.a(packet, this.output);
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aint = e;
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i = packet.b();
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aint[i] += packet.a() + 1;
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this.y = 0;
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flag = true;
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}
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return flag;
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} catch (Exception exception) {
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