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Lazily serializes user_presence and user_stats packets on first access and reuses the cached bytes until invalidated. Invalidation occurs when privilege or stats data changes (priv updates, score submission, status change, full stats reload). This avoids redundant re-serialization when the same player's packets are sent to many recipients. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Summary
user_presenceanduser_statspacket serialization on eachPlayerobject, avoiding redundant re-serialization when the same player's packets are broadcast to many recipientsupdate_privs,add_privs,remove_privs), full stats reload (stats_from_sql_full), status changes, and score submissionscho.py(login handler, action change) andosu.py(score submission) to use cached packetsTest plan
python -m mypy app/)🤖 Generated with Claude Code