Fix alcohol lag bug (hopefully) - #5950
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📝 SummarySummaryThis PR reduces client FPS lag during alcohol metabolization.
User impactAlcohol consumption should no longer cause severe client FPS drops from repeated UI reloads. Achievement progress remains functional. Risk areas
Guideline gaps
Walkthrough
ChangesAchievement event integration
Estimated code review effort: 1 (Trivial) | ~5 minutes Merge Risk: 🔵 Low · up to The PR limits job-requirement UI refreshes to achievement unlocks, reducing repeated client work without introducing a concrete functional or security risk. It is mergeable with explicit owner follow-up to add the required Starlight ownership markers to the edited lines. Suggested reviewers: 🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✨ Finishing Touches 💡 1🛠️ Fix failing CI checks 💡
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Inline comments:
In `@Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs`:
- Line 63: Add paired Starlight ownership markers around both changed edits in
JobRequirementsManager, including the AchievementUnlocked subscription and the
additional edit referenced nearby, while preserving the existing NullLink
markers.
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Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
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Content + Integration Test ResultsFailed Tests
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Short description
Legendary long elusive alcohol lag bug, summoner of many a "remove alcohol shader" red herring, isolated
Big thanks to blimpuf downstream for noticing a rather repetitive block of code.
Background:
Thesis:
What happens:
Anyway, net result is that drinking alcohol -> spams progress updates every tick -> every progress update causes incredibly expensive humanoid profile/antag select/job UIs to fully reload at a rate of server tickspersecond * number of metabolism events per tick
The fix:
fix is literally just make it only update those UIs when an achievement is unlocked, not every individual progress increment
It's not used anywhere in code and there is no reason for those UIs to be interested in individual progress steps, especially since those can't possibly happen outside of game when those UIs are actually being viewed
Limitations:
Why we need to add this
erm
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🆑 Arkanic