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Fix #2.
Packets decaying way too quickly with large bases, remove total time counter.
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@ -132,7 +132,8 @@ public class PacketThreading {
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for (Future<?> future : futureList) {
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nanoTimeWaited = System.nanoTime() - startTime;
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future.get(50, TimeUnit.MILLISECONDS); // I HATE EVERYTHING
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if(TimeUnit.MILLISECONDS.convert(nanoTimeWaited, TimeUnit.NANOSECONDS) > 50) throw new TimeoutException(); // >50ms total time? timeout? yes sir, ooh rah!
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// if(TimeUnit.MILLISECONDS.convert(nanoTimeWaited, TimeUnit.NANOSECONDS) > 50) throw new TimeoutException(); // >50ms total time? timeout? yes sir, ooh rah!
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// this seems to cause big problems with large worlds, never mind...
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}
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}
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} catch (ExecutionException ignored) {
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