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Improve performance in Map.Update
#22
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…eue instead of awaiting the sending
…er enqueueing workload
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Impressive work, except for the two small minor changes it looks good 👍
Thanks for your feedback |
Very impressive improvements indeed 💪 Also have you considered adding some documentation here and there? Maybe just on class level. For me as an outsider it was quite hard to understand what the purpose of a SpawnGroup or the AtlasProvider is. Some documentation would make this at-a-glance informantion :) |
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Nothing here that would prevent me from approving. Just a few small suggestions and things to consider. Good work!
# Conflicts: # Executables/Game/World/Entities/MonsterEntity.cs
Kudos, SonarCloud Quality Gate passed! |
This PR depends on #21
I created benchmarks in the
Game.Benchmarks
project. These can be executed on the master branch as well (some minor adjustments needed). These benchmark results show massive improvements in tick time and allocations.Before
After
Changes
The following changes where made:
PlayerEntity.GetPoint
by preloading values and just returning the current state. Weapon damage may change if the item is switched. An event has been created in theInventory
class