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wwdpublic/Content.Shared/DeviceLinking
VMSolidus b4524b79da Device Link Sink Optimization (#2465)
This system is only actually touched by the game a tiny handful of times
during a round, yet it was the 4th top frametime consumer, because it
was querrying every potentially networkable entity in existence on the
maybe off-chance it was interacted with by a remote signaller. On a
typical station, this is tens of thousands of entities, with strong
linear scaling as the round time increases due to creation of new
entities.

I have tested this PR to verify that device links and signals still
work, except now with 99.99% less frametime cost.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/1434fdcb-034a-4d44-8f83-ebe2bf6cecaa)

</p>
</details>

🆑
- tweak: Made significant performance improvements to device network
systems.

Co-authored-by: Eris <eris@erisws.com>
2025-07-12 12:42:02 +10:00
..
2025-03-21 18:28:52 +03:00
2024-12-14 10:41:27 +02:00
2023-06-07 16:48:42 -07:00