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Performance: ring buffer UBOs, batched load screen uploads, background world preloader
- Replace per-frame VMA alloc/free of material UBOs with a ring buffer in CharacterRenderer (~500 allocations/frame eliminated) - Batch all ready terrain tiles into a single GPU upload during load screen (processAllReadyTiles instead of one-at-a-time with individual fence waits) - Lift per-frame creature/GO spawn budgets during load screen warmup phase - Add background world preloader: saves last world position to disk, pre-warms AssetManager file cache with ADT files starting at app init (login screen) so terrain workers get instant cache hits when Enter World is clicked - Distance-filter expensive collision guard to 8-unit melee range - Merge 3 CharacterRenderer update loops into single pass - Time-budget instrumentation for slow update stages (>3ms threshold) - Count-based async creature model upload budget (max 3/frame in-game) - 1-per-frame game object spawn + per-doodad time budget for transport loading - Use deque for creature spawn queue to avoid O(n) front-erase
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7 changed files with 390 additions and 121 deletions
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@ -541,7 +541,13 @@ void GameHandler::update(float deltaTime) {
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// Update socket (processes incoming data and triggers callbacks)
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if (socket) {
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auto socketStart = std::chrono::steady_clock::now();
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socket->update();
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float socketMs = std::chrono::duration<float, std::milli>(
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std::chrono::steady_clock::now() - socketStart).count();
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if (socketMs > 3.0f) {
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LOG_WARNING("SLOW socket->update: ", socketMs, "ms");
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}
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}
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// Detect server-side disconnect (socket closed during update)
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