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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-07 03:25:18 +00:00
cleanup: flatten dead branches in world io level network and stats
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@@ -1,13 +1,10 @@
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#include "stdafx.h"
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#if 0
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#include <sys/sys_time.h>
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#endif
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#include "System.h"
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#if defined(__linux__)
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#include <sys/time.h>
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#include <time.h>
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#include <ctime>
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#endif // __linux__
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#endif
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template <class T>
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void System::arraycopy(arrayWithLength<T> src, unsigned int srcPos,
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@@ -70,7 +67,7 @@ int64_t System::nanoTime() {
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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return static_cast<int64_t>(ts.tv_sec) * 1000000000LL + ts.tv_nsec;
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#endif // __linux__
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#endif
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}
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// Returns the current time in milliseconds. Note that while the unit of time of
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@@ -84,31 +81,7 @@ int64_t System::nanoTime() {
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// the difference, measured in milliseconds, between the current time and
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// midnight, January 1, 1970 UTC.
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int64_t System::currentTimeMillis() {
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#if 0
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// sys_time_get_current_time() obtains the elapsed time since Epoch
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//(1970/01/01 00:00:00 UTC). The value is separated into two parts: sec
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//stores the elapsed time in seconds, and nsec
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// stores the value that is smaller than a second in nanoseconds.
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sys_time_sec_t sec;
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sys_time_nsec_t nsec;
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sys_time_get_current_time(&sec, &nsec);
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int64_t msec = (sec * 1000) + (nsec / (1000 * 1000));
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return msec;
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#elif 0
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SceRtcTick tick;
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int err = sceRtcGetCurrentTick(&tick);
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return (int64_t)(tick.tick / 1000);
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#elif 0
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// AP - TRC states we can't use the RTC for measuring elapsed game time
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return sceKernelGetProcessTimeWide() / 1000;
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/* SceDateTime Time;
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sceRtcGetCurrentClockLocalTime(&Time);
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int64_t systTime = (((((((Time.day * 24) + Time.hour) * 60) +
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Time.minute) * 60) + Time.second) * 1000) + (Time.microsecond / 1000); return
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systTime;*/
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#elif defined(__linux__)
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#if defined(__linux__)
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struct timeval tv;
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gettimeofday(&tv, NULL);
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// Convert to milliseconds since unix epoch instead of windows file time
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@@ -129,24 +102,13 @@ int64_t System::currentTimeMillis() {
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li.LowPart = UTCFileTime.dwLowDateTime;
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return li.QuadPart / 10000;
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#endif // 0
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#endif
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}
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// 4J Stu - Added this so that we can use real-world timestamps in PSVita saves.
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// Particularly required for the save transfers to be smooth
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int64_t System::currentRealTimeMillis() {
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#if 0
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SceDateTime Time;
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sceRtcGetCurrentClockLocalTime(&Time);
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int64_t systTime =
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(((((((Time.day * 24) + Time.hour) * 60) + Time.minute) * 60) +
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Time.second) *
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1000) +
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(Time.microsecond / 1000);
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return systTime;
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#else
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return currentTimeMillis();
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#endif
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}
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void System::ReverseUSHORT(unsigned short* pusVal) {
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