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I'll reopen this issue. For unofficial maps, currently the client extracts the preview image from a Lzo compression, which consumes much CPU time.
Quick fix: disabling map previews for unofficial maps
Real fix: maintain a cache (an IReadOnlyDirectory<string, byte[]>, readonly for the invokers but writable for the background thread) for non-official maps. If the cache misses, don't display the map preview for this time. Meanwhile, insert the map into a queue (ConcurrentQueue). A background thread (it runs forever, with loops and sleeps to check whether the queue has incoming requests) extracts the image bytes from lzo bytes and add the image to cache. Next time, the map preview should be available. Note: the overhead comes from lzo. No need to keep the texture loaded to reduce the use of VRAM.
Need a crash log most likely and someone to double check the GameInformationPanel changes.
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