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[Performance] Client / NPC Position Update Optimizations (#4602)
* Zone optimizations * More changes * More * Update entity.cpp * Beautiful * Amazing * Feature flag all logic * Broadcast to group * Update mob.cpp * Updates * Update client.cpp * Update client.cpp * Add rule Zone:EnableEntityClipping * Little bit of cleanup * Don't send update to self while in group * Remove visibility work and feature flags * Cleanup * Logging * Improve CheckSendBulkNpcPositions * No need to cast * Field cleanup * Build initial list on zone-in
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@@ -86,6 +86,9 @@ struct BenchTimer
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void reset() { start_time = clock::now(); }
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// this is seconds
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double elapsed() { return std::chrono::duration<double> (clock::now() - start_time).count(); }
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std::chrono::milliseconds::rep elapsedMilliseconds() { return std::chrono::duration_cast<std::chrono::milliseconds>(clock::now() - start_time).count(); }
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std::chrono::microseconds::rep elapsedMicroseconds() { return std::chrono::duration_cast<std::chrono::microseconds>(clock::now() - start_time).count(); }
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std::chrono::nanoseconds::rep elapsedNanoseconds() { return std::chrono::duration_cast<std::chrono::nanoseconds>(clock::now() - start_time).count(); }
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private:
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std::chrono::time_point<std::chrono::high_resolution_clock> start_time;
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};
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