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Avoid allocations on Map::putIfAbsent usage
Map::computeIfAbsent only runs the passed constructors when it needs to
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@ -106,8 +106,9 @@ public class TowerManager extends BasePlayerManager {
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if (!hasNextLevel()) {
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// set up the next floor
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recordMap.putIfAbsent(getNextFloorId(), new TowerLevelRecord(getNextFloorId()));
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player.getSession().send(new PacketTowerCurLevelRecordChangeNotify(getNextFloorId(), 1));
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var nextFloorId = this.getNextFloorId();
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recordMap.computeIfAbsent(nextFloorId, TowerLevelRecord::new);
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player.getSession().send(new PacketTowerCurLevelRecordChangeNotify(nextFloorId, 1));
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}else {
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player.getSession().send(new PacketTowerCurLevelRecordChangeNotify(currentFloorId, getCurrentLevel()));
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}
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@ -42,7 +42,7 @@ public class WorldDataSystem extends BaseGameSystem {
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DataLoader.loadList("ChestReward.json", ChestReward.class)
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.forEach(reward ->
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reward.getObjNames().forEach(name ->
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chestInteractHandlerMap.putIfAbsent(name, new NormalChestInteractHandler(reward))));
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chestInteractHandlerMap.computeIfAbsent(name, x -> new NormalChestInteractHandler(reward))));
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} catch (Exception e) {
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Grasscutter.getLogger().error("Unable to load chest reward config.", e);
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}
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