Air alarms causing poor performance (map issue/code issue)
Created by: clusterfack
Air alarms updating their danger levels over and over again causes lag ingame. This would not be an issue if not for the way danger levels also interact with firelocks.
As everyone should know, when the danger level is raised high enough to require the firelocks to drop, they drop as controlled by the air alarm. And when the air alarm's detects the area it is located in is safe again the firelocks raise back up.
So if an area is separated from the air alarm by firelocks, and that area is dangerous, danger alerts will follow a cycle. The air alarm's area will reach a livable temperature/pressure/etc, the firelocks will open, the temperature/pressure/etc will exchange with the area without an air alarm that is unsafe, which will cause the firelocks to immediately drop again because a new alert is raised.
This cycle can be extremely quick and thus be very cpu intensive. As I've seen myself in the last round I've played in before making this issue in which it was the costliest proc.
Therefore we need to either put air alarms in all area chunks that are blocked off by firelocks, or rewrite the basic functionality of firelock and air alarm interactions.