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STOPWATCH
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@ -1,8 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Mirror.RemoteCalls;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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namespace Mirror
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{
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@ -1711,6 +1713,8 @@ static bool DisconnectIfInactive(NetworkConnectionToClient connection)
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internal static readonly List<NetworkConnectionToClient> connectionsCopy =
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new List<NetworkConnectionToClient>();
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static Stopwatch watch = new Stopwatch();
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static void Broadcast()
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{
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// copy all connections into a helper collection so that
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@ -1724,6 +1728,8 @@ static void Broadcast()
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connectionsCopy.Clear();
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connections.Values.CopyTo(connectionsCopy);
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watch.Restart();
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// go through all connections
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foreach (NetworkConnectionToClient connection in connectionsCopy)
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{
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@ -1755,6 +1761,8 @@ static void Broadcast()
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connection.Update();
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}
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Debug.Log($"Broadcast took {watch.Elapsed.TotalMilliseconds:F1} ms");
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// TODO this is way too slow because we iterate ALL spawned :/
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// TODO this is way too complicated :/
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// to understand what this tries to prevent, consider this example:
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