| Conditions | 8 |
| Total Lines | 68 |
| Code Lines | 32 |
| Lines | 0 |
| Ratio | 0 % |
| Changes | 0 | ||
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
| 1 | package de.pewpewproject.lasertag.lasertaggame.state.management.server.implementation; |
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| 76 | private void initSpawnpointCache(ServerWorld world) { |
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| 77 | |||
| 78 | try { |
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| 79 | this.spawnpointCache.clear(); |
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| 80 | |||
| 81 | // Initialize team lists |
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| 82 | for (var team : teamsConfigState.getTeams()) { |
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| 83 | |||
| 84 | // Skip spectators |
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| 85 | if (team.equals(TeamsConfigState.SPECTATORS)) { |
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| 86 | continue; |
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| 87 | } |
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| 88 | |||
| 89 | spawnpointCache.put(team, new ArrayList<>()); |
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| 90 | } |
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| 91 | |||
| 92 | // Start time measurement |
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| 93 | var startTime = System.nanoTime(); |
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| 94 | |||
| 95 | // Iterate over blocks and find spawnpoints |
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| 96 | world.fastSearchBlock((block, pos) -> { |
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| 97 | for (var teamDto : teamsConfigState.getTeams()) { |
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| 98 | |||
| 99 | // Skip spectators |
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| 100 | if (teamDto.equals(TeamsConfigState.SPECTATORS)) { |
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| 101 | continue; |
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| 102 | } |
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| 103 | |||
| 104 | if (teamDto.spawnpointBlock().equals(block)) { |
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| 105 | var team = spawnpointCache.get(teamDto); |
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| 106 | synchronized (this) { |
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| 107 | team.add(pos); |
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| 108 | } |
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| 109 | break; |
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| 110 | } |
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| 111 | } |
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| 112 | }, (currChunk, maxChunk) -> { |
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| 113 | // Only send a progress update every second chunk to not ddos our players |
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| 114 | if (currChunk % 2 == 0) { |
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| 115 | return; |
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| 116 | } |
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| 117 | |||
| 118 | // Create packet buffer |
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| 119 | var buf = new PacketByteBuf(Unpooled.buffer()); |
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| 120 | |||
| 121 | // Write progress to buffer |
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| 122 | buf.writeDouble((double) currChunk / (double) maxChunk); |
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| 123 | |||
| 124 | ServerEventSending.sendToEveryone(world.getServer(), NetworkingConstants.PROGRESS, buf); |
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| 125 | }); |
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| 126 | |||
| 127 | // Stop time measurement |
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| 128 | var stopTime = System.nanoTime(); |
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| 129 | var duration = (stopTime - startTime) / 1000000000.0; |
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| 130 | LasertagMod.LOGGER.info("Spawnpoint search took " + duration + "s."); |
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| 131 | } catch (Exception ex) { |
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| 132 | |||
| 133 | LasertagMod.LOGGER.error("Unexpected error while scanning for spawnpoints: ", ex); |
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| 134 | |||
| 135 | } finally { |
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| 136 | |||
| 137 | // Create packet buffer |
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| 138 | var buf = new PacketByteBuf(Unpooled.buffer()); |
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| 139 | |||
| 140 | // Write progress to buffer |
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| 141 | buf.writeDouble(-1.0F); |
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| 142 | |||
| 143 | ServerEventSending.sendToEveryone(world.getServer(), NetworkingConstants.PROGRESS, buf); |
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| 144 | } |
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| 147 |