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fix client-side zone request crashes #13
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c3dd1ea
add zone_of
fayeforpay 5ff9ec8
remove p48 from zone request
fayeforpay eab214a
bucket model blocks by zone
fayeforpay 5a38157
pre-serialize model block packets
fayeforpay c85004b
restrict zone updates to nearby players
fayeforpay 9542ffb
delay & range block updates
fayeforpay 7682d76
zone updates for adjacent zones
fayeforpay 6008ec7
add important comment
fayeforpay f1933cc
use broadcast_near for model command
fayeforpay 96bf5c4
update broadcast_near
fayeforpay bad7ca1
improve teleport safety
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I am afraid this is a classical case of premature optimization. I understand that this is trying to prevent the server from doing the same data serialization over and over, but I have a few concerns with this:
Arc<[u8]>instead ofVec<u8>?WorldUpdatethat also contains other data (e.g. loot), which means this change is reducing computational load on the server at the cost of increased bandwidth, which is likely a much tighter bottle neck than CPU time