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[MIRROR] Drastic Lag Mitigation Subsystem: SSlag_switch (#6786)
* Drastic Lag Mitigation Subsystem: SSlag_switch (#59717) Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle. Screenshot of the admin panel: image Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all. Why It's Good For The Game Better performance during extreme pop, I hope. Changelog cl code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config. config: Added a new config var: number/auto_lag_switch_pop * Drastic Lag Mitigation Subsystem: SSlag_switch * mirrored the changes to the modular file Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
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Wayland-Smithy
Useroth
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@@ -35,5 +35,5 @@ SUBSYSTEM_DEF(input)
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user.set_macros()
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/datum/controller/subsystem/input/fire()
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for(var/mob/user as anything in GLOB.player_list)
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for(var/mob/user as anything in GLOB.keyloop_list)
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user.focus?.keyLoop(user.client)
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