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refactor(netork)!: rewrite ping logic #5106
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We have introduced type handlers for generic maps some time ago, and there is no need anymore to keep the ping information as separate lists. Therefore, refactor the internal storage of ping data to use a `Map<EntityRef, Long>`.
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…into PingComponent feat(nui): improve online players visuals
Tests out fine. The only thing not so great (yet) is the formatting in the ping info overlay. |
jdrueckert
previously approved these changes
Jul 13, 2023
engine/src/main/java/org/terasology/engine/network/ServerPingSystem.java
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…ystem.java Co-authored-by: jdrueckert <jd.rueckert@googlemail.com>
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Labels
Breaking Change
API breaking change requiring follow-up work in dependant areas
Multiplayer
Affects aspects not visible in Singleplayer mode only
Type: Improvement
Request for or addition/enhancement of a feature
Type: Refactoring
Request for or implementation of pure and automatic refactorings, e.g. renaming, to improve clarity
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Contains
Started off with some boy-scout rule improvements while looking at the code, and ended in a bigger experiment on consolidating (unneccessary?) complexity in the logic around pings and ping subscriptions.
Also added a bunch of docstrings to improve the comprehensibility of the code.
How to test
Start a multiplayer game with multiple connected clients and ensure that the ping information in the UI still looks reasonable.
Outstanding before merging
n/a