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feat(servers): time the main loops' phases and the known heavy spots
Frames and phase scopes in the world, auth, chat and UGC loops (packets per type, entities, physics, ghosting, replica, spawners, log flush, saves, web requests by route). Scopes at LoadPlayer, CreateEntity, each component's construction, InventoryComponent::LoadXml, script timers and a world's zone load; game database queries in the query helpers; CDClient statements timed through sqlite3_trace_v2 as CDClient <table> (CppSQLite3DB gets a handle accessor). Task 96. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -14,6 +14,7 @@
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#include "LDFFormat.h"
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#include "eKillType.h"
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#include "Observable.h"
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#include "Profiler.h"
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namespace GameMessages {
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struct GameMsg;
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@@ -589,6 +590,8 @@ T Entity::GetNetworkVar(const std::u16string& name) {
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template<typename ComponentType, typename... VaArgs>
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inline ComponentType* Entity::AddComponent(VaArgs... args) {
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static_assert(std::is_base_of_v<Component, ComponentType>, "ComponentType must be a Component");
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// Frame timing: each component type's construction (loading a character's XML is in some of them)
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Profiler::Scope profile(Profiler::COMPONENT, static_cast<uint64_t>(ComponentType::ComponentType));
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// Get the component if it already exists, or default construct a nullptr
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auto*& componentToReturn = m_Components[ComponentType::ComponentType];
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