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Performance Penalties using DI, CQRS, WebHost, etc

Discussion on Performance Penalties using DI, CQRS, WebHost, etc within the CO2 Programming forum part of the Conquer Online 2 category.

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Performance Penalties using DI, CQRS, WebHost, etc

I've been forking a few sources and I'm not liking how the projects are structured. I come from WebAPIs and desktop development. I love using the dependency injection pattern and use to using Microsoft.Extensions.Host for MVC, API, and now Blazor. Also I love using pipeline tool with CQRS pattern using MediatR.

Has anyone run any test or know if using these tools will hurt performance at all when it comes to game servers? I understand that all conquer client request are through packets instead of REST, but doesn't change the fact that when you understand the request, it couldn't follow the same structure as any other dot net application, right?
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