SSoverlay improvements and tweaks (#32371)
* Overlay per-type cost logging. Overlays will now log how long each type took to process. Changed up how overlays was done to account for the fact its a queue and not a processor. (it was using almost none of the processing subsystem framework) Made the overlay loop faster by making it not cut the list until the end. Added a simple generic benchmark stat tracking system. I don't know how much overhead this adds to overlays. i may put it behind testing or something, but i do want to test this on the serbers to get some stats. * Removes flush() as it was creating race conditions * Use ref * text2file * Atoms added as an overlay will have their pending overlays compiled before being converted to an appearance
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CitadelStationBot
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@@ -281,8 +281,6 @@ SUBSYSTEM_DEF(ticker)
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collect_minds()
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equip_characters()
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SSoverlays.Flush() //Flush the majority of the shit
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GLOB.data_core.manifest()
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transfer_characters() //transfer keys to the new mobs
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