Optimizations from server profile (#38290)
* Properly cache regexes in chat sanitization/accents Wow I wonder if `new Regex()` has a cost to it *looks at server profile*. * Avoid lag caused by Tippy command completions CompletionHelper.PrototypeIDs explicitly says *not* to use it with EntityPrototype. Unsurprisingly, reporting a completion result for every entity prototype in the game is a *bad idea*. * Add active count metrics to some high-load systems Mover & NPCs I suspect the thing that caused the Leviathan round to shit itself on performance is NPC spam in space or something. So let's verify that. * Enable parallel processing on pow3r again Originally disabled due to a theory of it causing bugs, it was re-enabled on Vulture, and I'm not aware of it having caused any issues there. * Replace hashset with bitflags for AtmosMonitor alert types. Allocating these hashsets was like 20% of the CPU of atmos, somehow. * Cache HashSet used for space movement collider checks Turns out this was a ton of server allocations. Huh.
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@@ -48,7 +48,7 @@ public sealed partial class AtmosAlarmableComponent : Component
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public HashSet<string> SyncWithTags { get; private set; } = new();
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[DataField("monitorAlertTypes")]
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public HashSet<AtmosMonitorThresholdType>? MonitorAlertTypes { get; private set; }
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public AtmosMonitorThresholdTypeFlags MonitorAlertTypes { get; private set; }
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/// <summary>
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/// If this device should receive only. If it can only
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