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.
This commit is contained in:
committed by
GitHub
parent
d0c104e4b0
commit
444180c20d
@@ -59,7 +59,7 @@ public sealed partial class AtmosMonitorComponent : Component
|
||||
public AtmosAlarmType LastAlarmState = AtmosAlarmType.Normal;
|
||||
|
||||
[DataField("trippedThresholds")]
|
||||
public HashSet<AtmosMonitorThresholdType> TrippedThresholds = new();
|
||||
public AtmosMonitorThresholdTypeFlags TrippedThresholds;
|
||||
|
||||
/// <summary>
|
||||
/// Registered devices in this atmos monitor. Alerts will be sent directly
|
||||
|
||||
Reference in New Issue
Block a user