@sheikah said in FAF is using up a tremendous amount of power:
It is two fold. The first is that now that we have tracked away status on the chat server the number of users reported in the list went from ~1500 to >9000 so just more users to keep track.
The second is that the library we are using to interact with irc (KittehIrc) tracks users and their states using snapshots where it has an immutable user object and then whenever a change to the user is made it marks it stale and on the next fetch retrieves the new user object. And this happens for all the irc state objects. This combined with initializing all the player objects at the start of the client resulted in many state changes and objects being created.
This excessive state tracking is removed in the most recent version of the client as I wrote something that is more efficient for our usage since we don't care about all the information irc passes.
Why do we need to know the number of away players? We don't need to know this, every since this came to client it started using up all my CPU somehow, it's ridiculous. Causes horrible in game lag