perf: process 16 chunks/player/tick on dedicated server, revert async save

Chunk loading now batches up to 16 nearest-first requests per player per
tick on dedicated server (client stays at 1), improving tick recovery
time after player join.

Reverts the async save system -- the background thread snapshot/compress
path added complexity without measurable benefit. Autosave on Windows64
server now uses the standard synchronous flush like client, in
preparation for a proper async implementation from upstream.
This commit is contained in:
itsRevela
2026-04-05 15:56:39 -05:00
parent be17d4028f
commit 207d90de28
5 changed files with 36 additions and 192 deletions
@@ -77,11 +77,6 @@ public:
virtual void LockSaveAccess();
virtual void ReleaseSaveAccess();
#ifdef _WINDOWS64
// Called from the main thread to commit a completed async save to StorageManager.
static void CommitPendingAsyncSave();
#endif
virtual ESavePlatform getSavePlatform();
virtual bool isSaveEndianDifferent();
virtual void setLocalPlatform();