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Performance degrades in Network play after multiple map transitions #984

@MaxCWhitehead

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@MaxCWhitehead

Description

Haven't dug into this much but in network play performance gets worse (things feel laggy) after several map transitions.

Quick run with sampling profiler shows a lot of time on other threads with sockets.

Wondering if spawning extra async tasks / mis-managing existing sockets when transitioning map. Thinking maybe other threads are polling buffer or something and contending with locks - just spitballing. We shouldn't block on polling socket, but maybe the write is blocking? Doesn't quite make sense but something sus is going on.

The very limited profiler instrumentation of game loop doesn't catch this, but I'm going to find my stashed changes adding puffin scopes to capture more of bones core loop + network session runner and commit those and step through things a bit if that does not illuminate things.

Tracy profiling with spans lets us capture async tasks which would be helpful - but I won't worry about that for now, but I am always looking for more excuses to add that back in as I liked it a lot in the past pre-refactor heh.

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