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.
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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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