branchrust_reboot/main/network_optimscancel
10 Commits over 0 Days - Infinitycph!
Stop networking IO wire origin data and duplicate slack levels to clients
Saves ~34 B per wired slot + ~5 B per wire point on network load
Fix flame turret sending two updates per trigger change instead of one
Saves 60 B~ per nearby player each time the turret turns on or off
Stop water purifier sending two unchanged network updates per boil tick
30 B/s~ per nearby player
Dont send environment rainGraceStartTicks (only used on the server)
Sends every 5 seconds.
54 → 44 B per update, so saves 10 B~ every per player every 5s
Door.SetOpen no longer sends a full network update when the door is already in the requested state (door closers re-close shut doors 3 s after every open/close cycle)
Saves ~76 B per nearby player per call
Only send search light network updates when aim/flags change rather than per tick when mounted
Dont send travelling vendor map marker updates 20 frames a second
Saves 160 bytes per network tick when the vendor is out
Remove old mortar prototype code
Means we can remove an mortarCooldown float with every BasePlayer update
Saves 6 bytes per player update
Add a test to ensure that networkLookDirection is false for NPCs that dont have a look animator
Better way to go than toggling in preprocess
Dont send full network updates every tick for for animals without a look animator.
bears, polar bears, boars, chickens, crabs, frogs, jellyfish, squirrels, rabbits, stags
Worst offender is bear costing 94 bytes~ per update when roaming.
~550 B/s → ~27 B/s per bear per player while roaming