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

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