You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Aug 26, 2023. It is now read-only.
It is important to keep the "runtime overhead" of the framework as small as possible.
The registration may cost a little more, but things like getting check-specific config/data and accessing their properties, exemption checking, violation handling and processing listeners must perform pretty well.
The text was updated successfully, but these errors were encountered:
We do have to keep an eye on RAM as well. Though in the contexct of java and anti-cheat stuff for Minecraft i would rather sacrifice a little RAM to gain speed, since we have to do a lot of per-player calculations in real-time.
For often used objects for astraction layers we could consider using caching or better: pools.
It must be 100% clear from the API / typical use which objects are not to be stored (e.g. a moving event container) and how to obtain objects for local storage.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
It is important to keep the "runtime overhead" of the framework as small as possible.
The registration may cost a little more, but things like getting check-specific config/data and accessing their properties, exemption checking, violation handling and processing listeners must perform pretty well.
The text was updated successfully, but these errors were encountered: