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https://github.com/dmulloy2/ProtocolLib.git
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Renamed 'synchronizeMain' to 'notThreadSafe'.
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@ -43,19 +43,19 @@ abstract class PacketSendingQueue {
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// Asynchronous packet sending
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private Executor asynchronousSender;
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// Whether or not packet transmission can only occur on the main thread
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private final boolean synchronizeMain;
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// Whether or not packet transmission must occur on a specific thread
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private final boolean notThreadSafe;
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// Whether or not we've run the cleanup procedure
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private boolean cleanedUp = false;
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/**
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* Create a packet sending queue.
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* @param synchronizeMain - whether or not to synchronize with the main thread.
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* @param notThreadSafe - whether or not to synchronize with the main thread or a background thread.
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*/
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public PacketSendingQueue(boolean synchronizeMain, Executor asynchronousSender) {
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public PacketSendingQueue(boolean notThreadSafe, Executor asynchronousSender) {
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this.sendingQueue = new PriorityBlockingQueue<PacketEventHolder>(INITIAL_CAPACITY);
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this.synchronizeMain = synchronizeMain;
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this.notThreadSafe = notThreadSafe;
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this.asynchronousSender = asynchronousSender;
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}
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@ -177,7 +177,7 @@ abstract class PacketSendingQueue {
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}
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// Abort if we're not on the main thread
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if (synchronizeMain && !hasExpired) {
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if (notThreadSafe && !hasExpired) {
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try {
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boolean wantAsync = marker.isMinecraftAsync(current);
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boolean wantSync = !wantAsync;
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@ -253,7 +253,7 @@ abstract class PacketSendingQueue {
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* @return TRUE if it must, FALSE otherwise.
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*/
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public boolean isSynchronizeMain() {
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return synchronizeMain;
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return notThreadSafe;
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}
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/**
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@ -44,7 +44,7 @@ class PlayerSendingHandler {
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private PacketSendingQueue clientQueue;
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public QueueContainer() {
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// Server packets are synchronized already
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// Server packets can be sent concurrently
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serverQueue = new PacketSendingQueue(false, asynchronousSender) {
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@Override
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protected void onPacketTimeout(PacketEvent event) {
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