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wwdpublic/Content.Server/Disposal
VMSolidus 7dc84aaae4 More Random Code Optimizations (#2339)
These are all essentially just random systems that scaled directly with
player count (or were on my list of the top 50 anyways). So just a
couple systems that had very inefficient enumerators being swapped out
with significantly more efficient ones, plus a few swaps from O(n) to
O(m) m << n. A big one was DrainSystem, which was querrying all possible
entities, rather than doing so from the "set of all static objects",
which is significantly smaller. Puddles are always static objects, so it
doesn't make sense to have the drains check for anything other than
static.

We can also use DirtyField to save on performance costs of Dirty(uid,
component) in cases where the Dirty is only networking a single
component field.

no CL this isn't player facing.
2025-07-12 02:24:22 +10:00
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2024-12-14 10:41:27 +02:00
2024-11-25 01:20:13 +07:00