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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@@ -7,6 +7,7 @@ using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Prometheus;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
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@@ -17,6 +18,10 @@ namespace Content.Server.Physics.Controllers;
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public sealed class MoverController : SharedMoverController
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{
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private static readonly Gauge ActiveMoverGauge = Metrics.CreateGauge(
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"physics_active_mover_count",
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"Active amount of InputMovers being processed by MoverController");
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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@@ -97,6 +102,8 @@ public sealed class MoverController : SharedMoverController
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HandleMobMovement(mover, frameTime);
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}
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ActiveMoverGauge.Set(_movers.Count);
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HandleShuttleMovement(frameTime);
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}
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