https://www.spigotmc.org/resources/deluxeasyncjoinleavemessage-fully-optimized-async-everything-open-source.88129/

Overview
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Comments
  • too small

    too small

    Not enough @NotNull / @Nullable And not enough empty lines, you need atleast 50k for it to even be considered a plugin. Plus you forgot the 250k lines of comments that show every single page on the wikipedia.

    opened by ghost 0
  • Bad Name

    Bad Name

    An api as good as this one needs a better name. Im thinking :1st_place_medal: EpicAdvancedDeluxeASyncJoinLeaveMessageUltimateProPlusX (Now Fully Optimized) :100:

    opened by PeachesMLG 2
  • Needs more Unsafe

    Needs more Unsafe

    Creating an instance of a class calls its constructor, which is very very very extremely slow! I recommend creating all instances using the Unsafe class to ensure maximum performance.

    opened by tth05 3
  • Multiple scaling issues

    Multiple scaling issues

    The plugin as it currently is does not scale well when considering a large number of players. There's no need to do cpu-intensive operations like Player#sendMessage while more optimized options are available, and currently each player is processed sequentially.

    Proposal 1 - Packets

    I suggest implementing sending the join message in a fully-asynchronous manner using packets. While this requires handling code for different versions of the underlying server implementation, it would greatly reduce overhead by avoiding calling API methods that then need to initialize a new message packet for every player, since we can initialize the packet first and then iterate and send it.

    Proposal 2 - Parallelization

    The stream() call should be followed by parallel(), or even better we should implement our own workload handling to process the players online, maybe even caching Bukkit#getOnlinePlayers().

    Motivation and Context

    The current onJoin/onQuit algorithm is O(n), since it needs to iterate over every player sequentially. By calling parallel(), we allow the stream to potentially consume the players in O(1). Player#sendMessage calls CraftPlayer#sendRawMessage, which creates a new PacketPlayOutChat and also converts the "legacy" string message to a "modern" IChatBaseComponent message.

    See: https://hub.spigotmc.org/stash/projects/SPIGOT/repos/craftbukkit/browse/src/main/java/org/bukkit/craftbukkit/entity/CraftPlayer.java

    PRIORITY 
    opened by RaynLegends 2
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