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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@@ -108,9 +108,9 @@ public sealed class AtmosAlarmableSystem : EntitySystem
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break;
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}
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if (args.Data.TryGetValue(AlertTypes, out HashSet<AtmosMonitorThresholdType>? types) && component.MonitorAlertTypes != null)
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if (args.Data.TryGetValue(AlertTypes, out AtmosMonitorThresholdTypeFlags types) && component.MonitorAlertTypes != AtmosMonitorThresholdTypeFlags.None)
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{
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isValid = types.Any(type => component.MonitorAlertTypes.Contains(type));
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isValid = (types & component.MonitorAlertTypes) != 0;
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}
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if (!component.NetworkAlarmStates.ContainsKey(args.SenderAddress))
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