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Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request When a camera update is triggered, it is instead added to a queue on a background subsystem An AI entering a camera chunk which is queued to update will force the update immediately (bypassing the queue) While the root problem of this is, ultimately, not addressed... <img width="554" height="58" alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155" src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475" /> ...the change will ultimately prevent update spam from consuming all of the server's resources - instead allocating updates to the backburner in times of high server stress (or on multi-z maps) ## Changelog 🆑 Melbert refactor: Refactored the way camera updates are handled to hopefully reduce some lag. Report any oddities /🆑
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@@ -118,7 +118,7 @@
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if(AI.controlled_equipment)
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to_chat(AI, span_warning("You are already loaded into an onboard computer!"))
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return
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if(!GLOB.cameranet.checkCameraVis(owner))
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if(!SScameras.is_visible_by_cameras(owner))
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to_chat(AI, span_warning("Target is no longer near active cameras."))
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return
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if(!isturf(AI.loc))
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