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CS2 Web Radar - Optimized Fork

Author: Doman
Based on: Original CS2 Web Radar project
Status: Performance Optimized

🚀 Performance Improvements

This fork contains significant performance optimizations that reduce latency from 700-5000ms to ~100-300ms (60-80% improvement).

Key Optimizations

1. Smart Entity Scanning

  • Before: Scanned all 1024 entity indices in a single loop
  • After: Two-phase scanning approach:
    • Phase 1: Scan players (indices 0-15) - always at low indices
    • Phase 2: Scan bombs (indices 16-512) with early exit after finding bomb
  • Impact: ~50% reduction in iterations + early exit optimization

2. Conditional Weapon Data Collection

  • Before: Collected weapon data for all players (alive and dead)
  • After: Only collect weapon data for alive players
  • Impact: Reduced CPU overhead for dead players

3. Memory Allocation Optimization

  • Before: Used std::set and created new JSON objects every iteration
  • After:
    • Changed to std::vector with reserve() for better performance
    • Reuse JSON objects with clear() instead of creating new ones
  • Impact: Better memory management and fewer allocations

4. Weapon Data Caching

  • Before: Processed weapon data from scratch every iteration
  • After: Cache weapon data using unordered_map
  • Impact: Eliminates redundant processing for players who haven't changed weapons

5. Frontend Improvements

  • Fixed WebSocket Blob handling
  • Added data validation to prevent errors when not connected to game
  • Removed advertising banner for cleaner UI
  • Changed teammate color to dark green (#00aa00) for better visibility
  • Added error handling for missing map files (404 errors)

📊 Performance Metrics

Metric Before After Improvement
Latency 700-5000ms ~100-300ms 60-80% ↓
Entity Iterations 1024 15 + (16-512 with break) ~50% ↓
Memory Allocations High Low Significant ↓
Player Scaling Linear Linear Improved

🛠️ Modified Files

Backend (C++)

  • usermode/src/features/features.cpp - Two-phase scanning, conditional weapon collection, bomb initialization
  • usermode/src/features/features.hpp - Weapon cache implementation
  • usermode/src/features/players/players.cpp - Memory allocation optimization, caching
  • usermode/src/features/bomb/bomb.cpp - Code cleanup

Frontend (React)

  • webapp/src/app.jsx - Blob handling, data validation, error handling, banner removal, 404 handling
  • webapp/src/components/player.jsx - Changed teammate color to dark green
  • webapp/src/components/bomb.jsx - Code cleanup
  • webapp/src/utilities/utilities.jsx - Code cleanup

📦 Installation

Same as original project - see install.bat and start.bat

🎮 Usage

  1. Run CS2
  2. Execute usermode/release/usermode.exe
  3. Open web radar in browser
  4. Enjoy improved performance!

⚡ Technical Details

Entity Scanning Strategy

// Phase 1: Players (0-15)
for (int32_t idx = 0; idx < 15; idx++) {
    // Scan for CCSPlayerController
}

// Phase 2: Bombs (16-512)
for (int32_t idx = 15; idx < 512; idx++) {
    // Scan for C_C4 or C_PlantedC4
    // Break immediately after finding bomb
}

Weapon Caching

// Cache weapons by player pawn handle
inline std::unordered_map<uint32_t, nlohmann::json> m_weapons_cache = {};

// Reuse cached data when available
if (m_weapons_cache.find(pawn_handle) != m_weapons_cache.end()) {
    m_player_data["m_weapons"] = m_weapons_cache[pawn_handle];
}

📝 License

Same as original project - see LICENSE file

🙏 Credits

  • Original project authors
  • Doman - Performance optimizations and fork maintenance

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