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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@@ -388,9 +388,21 @@ public enum AtmosMonitorLimitType //<todo.eoin Very similar to the above...
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// fields you can find this prototype in
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public enum AtmosMonitorThresholdType
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{
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Temperature,
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Pressure,
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Gas
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Temperature = 0,
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Pressure = 1,
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Gas = 2
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}
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/// <summary>
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/// Bitflags version of <see cref="AtmosMonitorThresholdType"/>
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/// </summary>
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[Flags]
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public enum AtmosMonitorThresholdTypeFlags
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{
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None = 0,
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Temperature = 1 << 0,
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Pressure = 1 << 1,
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Gas = 1 << 2,
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}
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[Serializable, NetSerializable]
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