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GetLosVisibility linearly scanned m_ModifiedEntities for every queried entity, and RequestVisibilityUpdate for every requested update. The first frame rendered after a simulation turn queries the visibility of every unit while the vector still holds every entity that moved during the turn, making that frame O(units * moved entities). Keep a non-serialized set mirroring the vector for the membership tests. The vector remains the serialized representation and the processing order in UpdateVisibilityData, so neither the serialized state nor the order of VisibilityChanged messages change. |
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| MessageTypes.h | ||
| Simulation2.cpp | ||
| Simulation2.h | ||
| TypeList.h | ||