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:
Pieter-Jan Briers
2025-07-26 11:44:34 +02:00
committed by GitHub
parent d0c104e4b0
commit 444180c20d
14 changed files with 217 additions and 128 deletions

View File

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