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

@@ -72,6 +72,8 @@ public abstract partial class SharedMoverController : VirtualController
/// </summary>
public Dictionary<EntityUid, bool> UsedMobMovement = new();
private readonly HashSet<EntityUid> _aroundColliderSet = [];
public override void Initialize()
{
UpdatesBefore.Add(typeof(TileFrictionController));
@@ -454,7 +456,9 @@ public abstract partial class SharedMoverController : VirtualController
var (uid, collider, mover, transform) = entity;
var enlargedAABB = _lookup.GetWorldAABB(entity.Owner, transform).Enlarged(mover.GrabRange);
foreach (var otherEntity in lookupSystem.GetEntitiesIntersecting(transform.MapID, enlargedAABB))
_aroundColliderSet.Clear();
lookupSystem.GetEntitiesIntersecting(transform.MapID, enlargedAABB, _aroundColliderSet);
foreach (var otherEntity in _aroundColliderSet)
{
if (otherEntity == uid)
continue; // Don't try to push off of yourself!