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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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| .. | ||
| ServerMain.cpp | ||