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Posted (edited)

nice code but where is the reward ? and from where get id from reward ?

i dont see get some Id from like adena

Edited by tazerman2
  • 3 weeks later...
Posted (edited)

There isn't that much to improve, replace ConcurrentHashMap occurences by regular HashMap (no need of concurrency here, slow the code for nothing) and as a basic core, if you got no bugs, it's almost good to go.

Edited by Tryskell
Posted

There isn't that much to improve, replace ConcurrentHashMap occurences by regular HashMap (no need of concurrency here, slow the code for nothing) and as a basic core, if you got no bugs, it's almost good to go.

 

it can be coded way better. Theres no need of external data structures at all to make this work. This is a shitcode

Posted

it can be coded way better. Theres no need of external data structures at all to make this work. This is a shitcode

 

You don't need external data structure for anything, if you think like this. Almost everything can be hardcoded on enum. 40k spawns on int array, you will like it.

Posted

You don't need external data structure for anything, if you think like this. Almost everything can be hardcoded on enum. 40k spawns on int array, you will like it.

 

bs. I am talking about this particular case, you don't need hashmaps to store players on their factions at all

Posted (edited)

The hashmap is used either for Faction type storing, or as a temporary container. There is no additional storing HashMap otherwise, so I don't really see what you mean. getFactionPlayers( isn't even used and could be deleted (or replaced by a stream, which still produce garbage).

 

And as I said higher anyway, factions could benefit from enum as there isn't a lot of data and it won't be edited.

http://www.maxcheaters.com/topic/211856-acis-faction-system-unlimited-factions/?p=2614452

Edited by Tryskell
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