With "unlock all cosmetics" (and objects) on, the default, ReSkate wrote every installed item into
the profile as owned and never removed one, so every mod a player ever tried stayed in the save:
8765 cosmetics and 520 objects in one profile, past the limit that left a player with no items.
What is owned is now worked out from what is installed (installed_item_owned): a paid store copy
never, every other item while the kind's unlock option is on, and with it off what the profile
saved. The catalog given to the game, the owned list, saved outfits, the player card, the Build
object browser and the park editor all ask it. Nothing per item is saved any more, and a profile
with an option on drops the rows earlier versions saved, once, on the next start.
profile_migration_tests checks that drop on a copy of a real save: the rows stay with the options
off, are gone after a restart with them on, and nothing else in the profile changes.
A 30 s profile on a 77-player server had four frames of 20 to 30 ms against a
usual 7.8 ms, from two things:
- The Park Editor read every mod's manifest every five seconds to list park
mods, on the game's thread and whether or not its list was showing (the
switch for that is never set): about 11 ms each time. The look every few
seconds now runs on a thread of its own and is taken up when it is done;
the one after making, renaming or removing a park is still at once.
- Connecting to a player asked Steam for their name, and waited on the Steam
client for 7 to 10 ms each time a player came into reach. The link takes
the name already read, if any: it only labels the link in diagnostics.
Profiler: a release ReSkate.dll has no symbols, and its functions were all
named after the nearest export. The check for that looked at the symbol's
size, but DbgHelp gives an export a size up to the next one. It now asks
whether the module's own symbols were loaded, and writes ReSkate.dll+0x<offset>
when they were not, to be named from the release's symbols afterwards