perf: batch join tab-list sync into a single CPlayerInfoUpdate - #550
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sync_tab_list previously queued O(N) create_player_initializing packets plus an optional update_chat_session packet per online player to the joiner. Mirroring vanilla PlayerList.placeNewPlayer, the joiner now receives one PLAYER_INFO_INIT_ACTIONS update whose entries carry every online player with their chat session data attached directly. Adds CPlayerInfoUpdate::create_player_initializing_entry so single-entry and batched construction share one code path, plus a regression test asserting the joiner receives exactly one packet.
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Conflicts have been resolved! 🎉 |
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This pull request has conflicts with the base branch "master". Please resolve those so we can test out your changes. |
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Conflicts have been resolved! 🎉 |
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This pull request has conflicts with the base branch "master". Please resolve those so we can test out your changes. |
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Type of change
Description
Batches tab-list initialization for joining players.
sync_tab_listpreviously queued O(N)create_player_initializingpackets plus an optionalupdate_chat_sessionpacket per online player to the joiner. Mirroring vanillaPlayerList.placeNewPlayer, the joiner now receives a singleCPlayerInfoUpdatewhose entries carry every online player with their chat session data attached directly via theInitializeChataction. The broadcast announcing the joiner to existing players is unchanged.CPlayerInfoUpdate::create_player_initializing_entryis extracted so single-entry and batched construction share one code path.How this was tested
sync_tab_list_sends_single_batched_update_to_joiner: with two existing players, the joiner receives exactly one tab-list packet and each existing player receives exactly one join announcement.cargo test -p steel-core --lib(2422 tests) pass;cargo clippy -r --all-targetsclean.Screenshots / logs
N/A.
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