Reduces visibility of internal fields/methods
Reduces the visibility of all fields to private and create setters/getters when necessary. Exceptions are fields with GuiSync as these need to be public. Reduces the visibility of internal methods to private/protected/default when possible.
This commit is contained in:
@@ -30,7 +30,7 @@ public class CompassManager
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{
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public static final CompassManager INSTANCE = new CompassManager();
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final HashMap<CompassRequest, CompassResult> requests = new HashMap<CompassRequest, CompassResult>();
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private final HashMap<CompassRequest, CompassResult> requests = new HashMap<CompassRequest, CompassResult>();
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public void postResult( final long attunement, final int x, final int y, final int z, final CompassResult result )
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{
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@@ -46,7 +46,7 @@ public class CompassManager
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while( i.hasNext() )
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{
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final CompassResult res = i.next();
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final long diff = now - res.time;
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final long diff = now - res.getTime();
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if( diff > 20000 )
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{
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i.remove();
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@@ -62,11 +62,11 @@ public class CompassManager
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this.requests.put( r, res );
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this.requestUpdate( r );
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}
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else if( now - res.time > 1000 * 3 )
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else if( now - res.getTime() > 1000 * 3 )
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{
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if( !res.requested )
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if( !res.isRequested() )
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{
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res.requested = true;
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res.setRequested( true );
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this.requestUpdate( r );
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}
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}
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@@ -79,15 +79,14 @@ public class CompassManager
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NetworkHandler.instance.sendToServer( new PacketCompassRequest( r.attunement, r.cx, r.cz, r.cdy ) );
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}
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static class CompassRequest
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private static class CompassRequest
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{
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final int hash;
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final long attunement;
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final int cx;
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final int cdy;
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final int cz;
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private final int hash;
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private final long attunement;
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private final int cx;
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private final int cdy;
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private final int cz;
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public CompassRequest( final long attunement, final int x, final int y, final int z )
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{
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@@ -22,12 +22,11 @@ package appeng.hooks;
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public class CompassResult
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{
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public final boolean hasResult;
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public final boolean spin;
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public final double rad;
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public final long time;
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public boolean requested = false;
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private final boolean hasResult;
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private final boolean spin;
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private final double rad;
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private final long time;
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private boolean requested = false;
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public CompassResult( final boolean hasResult, final boolean spin, final double rad )
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{
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@@ -36,4 +35,34 @@ public class CompassResult
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this.rad = rad;
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this.time = System.currentTimeMillis();
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}
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public boolean isValidResult()
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{
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return this.hasResult;
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}
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public boolean isSpin()
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{
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return this.spin;
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}
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public double getRad()
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{
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return this.rad;
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}
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boolean isRequested()
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{
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return this.requested;
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}
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void setRequested( final boolean requested )
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{
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this.requested = requested;
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}
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long getTime()
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{
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return this.time;
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}
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}
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@@ -59,14 +59,14 @@ public class TickHandler
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{
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public static final TickHandler INSTANCE = new TickHandler();
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final Queue<IWorldCallable<?>> serverQueue = new LinkedList<IWorldCallable<?>>();
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final Multimap<World, CraftingJob> craftingJobs = LinkedListMultimap.create();
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private final Queue<IWorldCallable<?>> serverQueue = new LinkedList<IWorldCallable<?>>();
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private final Multimap<World, CraftingJob> craftingJobs = LinkedListMultimap.create();
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private final WeakHashMap<World, Queue<IWorldCallable<?>>> callQueue = new WeakHashMap<World, Queue<IWorldCallable<?>>>();
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private final HandlerRep server = new HandlerRep();
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private final HandlerRep client = new HandlerRep();
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private final HashMap<Integer, PlayerColor> cliPlayerColors = new HashMap<Integer, PlayerColor>();
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private final HashMap<Integer, PlayerColor> srvPlayerColors = new HashMap<Integer, PlayerColor>();
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CableRenderMode crm = CableRenderMode.Standard;
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private CableRenderMode crm = CableRenderMode.Standard;
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public HashMap<Integer, PlayerColor> getPlayerColors()
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{
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@@ -105,7 +105,7 @@ public class TickHandler
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}
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}
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HandlerRep getRepo()
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private HandlerRep getRepo()
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{
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if( Platform.isServer() )
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{
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@@ -302,14 +302,14 @@ public class TickHandler
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}
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}
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static class HandlerRep
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private static class HandlerRep
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{
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public Queue<AEBaseTile> tiles = new LinkedList<AEBaseTile>();
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private Queue<AEBaseTile> tiles = new LinkedList<AEBaseTile>();
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public Collection<Grid> networks = new NetworkList();
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private Collection<Grid> networks = new NetworkList();
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public void clear()
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private void clear()
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{
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this.tiles = new LinkedList<AEBaseTile>();
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this.networks = new NetworkList();
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@@ -321,8 +321,8 @@ public class TickHandler
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{
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public final AEColor myColor;
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protected final int myEntity;
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protected int ticksLeft;
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private final int myEntity;
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private int ticksLeft;
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public PlayerColor( final int id, final AEColor col, final int ticks )
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{
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