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https://github.com/neoStudiosLCE/neoLegacy.git
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Autosave previously froze the main thread for 2-6 seconds while compressing the entire save file with zlib. Now the save buffer is snapshotted under the lock (~18ms), then compression runs on a background thread. The compressed data is committed to StorageManager on the next main-thread tick via CommitPendingAsyncSave(). Also skip redundant full chunk saves during autosave on the dedicated server -- chunks are already persisted by the per-tick trickle save. Only entity data is flushed, matching Xbox/Orbis behavior. Added per-step timing to the autosave handler for diagnostics. |
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| .. | ||
| Access | ||
| cmake/sources | ||
| Common | ||
| Console | ||
| docs | ||
| Security | ||
| vendor | ||
| Windows64 | ||
| CMakeLists.txt | ||
| ServerLogger.cpp | ||
| ServerLogger.h | ||
| ServerLogManager.cpp | ||
| ServerLogManager.h | ||
| ServerProperties.cpp | ||
| ServerProperties.h | ||
| ServerShutdown.h | ||
| WorldManager.cpp | ||
| WorldManager.h | ||