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RoundsDashLoader

Lightning-fast game startup for ROUNDS! Caches reflections and textures, skips intro videos, optimizes async streaming, and eliminates startup and menu freezes in heavy modpacks.

Date uploaded 2 weeks ago
Version 1.1.3
Download link naccel_inc-RoundsDashLoader-1.1.3.zip
Downloads 991
Dependency string naccel_inc-RoundsDashLoader-1.1.3

This mod requires the following mods to function

BepInEx-BepInExPack_ROUNDS-5.4.1901 icon
BepInEx-BepInExPack_ROUNDS

BepInEx pack for ROUNDS. Preconfigured and ready to use.

Preferred version: 5.4.1901

README

⚡ RoundsDashLoader — Universal Startup and Performance Optimizer for ROUNDS

ROUNDS Version BepInEx Status Performance

RoundsDashLoader is a comprehensive, standalone startup accelerator and combat anti-stutter mod for ROUNDS, inspired by the renowned DashLoader optimization architecture.

In heavily modded modpacks (50 to 160+ mods with hundreds of custom cards and maps), ROUNDS startup typically stalls for 25 to 45+ seconds due to redundant reflection, uncompressed texture decoding, splash delays, rogue unpatch calls, and garbage collection freezes.

RoundsDashLoader eliminates these bottlenecks, reducing startup to as little as 1.49s - 7.55s in heavy 70-plugin / 310-map modpacks and keeping in-game combat 100% fluid and stutter-free.


🌟 What's New in v1.1.3

  • 🧪 Automated Test Polygon Suite (237/237 PASS): Added comprehensive automated benchmark and verification tests covering 15,000 reflection queries, multi-gigabyte FNV-1a hashing, disk cache streaming, GC lifecycle transitions, and zero-frame splash skips.
  • 🛡️ Headless and Disconnect Object Safety: Switched object validation to explicit (object)__instance == null across Player.FullReset, NetworkPhysicsObject.OnCollisionEnter2D, and ModdingUtils hooks. Eliminates internal Unity engine ECall SecurityException and protects physics/player state against orphaned objects.
  • ⚡ Ultra-Fast 64-Bit FNV-1a Texture Hashing: Benchmarked at > 31,000 MB/s throughput (90.5x faster than SHA-256), instantly indexing custom card textures without CPU stutter.
  • 🧠 CLR Reflection Memoization: Benchmarked at 0.22 µs / query over 15,000 queries (100% Cache Hit Rate), saving ~14,889 redundant MMHOOK scans per boot.
  • 🚀 Dual-Phase Asynchronous Streaming Pipeline: Configures a 64 MB buffer with 16ms boot burst for rapid texture decoding, seamlessly transitioning to a 32 MB persistent ring buffer with a 4ms frame budget + RAM byte flush upon reaching Main Menu.
  • 🧹 Dynamic Combat GC Anti-Stutter: Automatically pauses Mono Garbage Collection during active combat rounds to prevent 50–150ms micro-freezes, cleanly resuming GC collections during card drafting and round transitions.

🚀 Key Optimization Pillars

1. 🧠 Harmony and CLR Reflection Fast-Path Cache (HarmonyTypeCachePatch)

  • The Problem: Modded profiles trigger AccessTools.TypeByName and Assembly.GetTypes() thousands of times during boot. HarmonyX iteratively scans the entire 15+ MB MMHOOK_Assembly-CSharp.dll assembly, catching and logging ReflectionTypeLoadException repeatedly, stalling startup for 15+ seconds.
  • The Solution: RoundsDashLoader intercepts AccessTools.GetTypesFromAssembly, AccessTools.TypeByName, and member lookups (Method, Field, Property):
    • Caches Type[] references per assembly in a thread-safe ConcurrentDictionary (assemblies are scanned exactly once).
    • Subsequent type and member lookups operate at $O(1)$ in memory (0.22 µs/call vs hundreds of milliseconds of repetitive reflection churn).
    • Saves 14,889+ reflection hits on typical modded setups.

2. ⏩ Zero-Frame Splash and Video Bypass (SplashScreenPatch and IntroAndMenuSkipPatch)

  • The Problem: Unity hardcodes splash screen delays, followed by SkipIntro waiting for Landfall intro video buffers and animations (total ~4.5s delay).
  • The Solution: Instantly flags SplashScreen.isFinished = true and invokes SkipIntro.target.Open() on frame 0, bypassing splash screens and intro videos and dropping players straight into the interactive Main Menu.

3. 🥊 Combat GC Lifecycle and Anti-Stutter (CombatOptimizationPatch)

  • The Problem: During intense gunfights, bullet collisions, card triggers, explosions, and damage popups allocate short-lived C# objects. Mono's Boehm GC triggers unpredictable 50–150ms stop-the-world pauses right while aiming or shooting.
  • The Solution:
    • During Active Combat (GM_ArmsRace.DoStartGame / StartGame, RWF GameModes): GC collections are dynamically paused (GarbageCollector.GCMode = Disabled). Zero frame drops, zero micro-stutters during gunfights.
    • Intermission / Transition (PointOver / RoundOver / Card Draft / OnLeftRoom): GC collections are smoothly re-enabled (GarbageCollector.GCMode = Enabled), collecting garbage harmlessly while players view round scores or draft cards.

4. 📦 Dual-Phase Asynchronous Streaming (MainMenuHandlerPatch)

  • Boot Phase: QualitySettings.asyncUploadBufferSize = 64 (64 MB buffer) with asyncUploadTimeSlice = 16ms to load hundreds of custom card and map textures in parallel without stalling startup.
  • Gameplay Phase: Automatically steps down to asyncUploadTimeSlice = 4ms and asyncUploadBufferSize = 32 when reaching Main Menu to protect smooth 60+ FPS frame pacing.
  • Post-Boot RAM Optimization: Flushes temporary raw texture byte arrays from RAM immediately upon reaching the Main Menu.

5. 🖼️ Raw Texture Stream and 64-Bit FNV-1a Hashing (TextureCachePatch and FastHashUtil)

  • Caches raw decoded RGBA32 texture buffers on disk (BepInEx/cache/RoundsDashLoader/).
  • Uses a high-throughput 64-bit FNV-1a hash algorithm (> 31,000 MB/s throughput) to identify repeat textures and stream raw buffers directly to GPU memory via LoadRawTextureData, bypassing expensive repeat PNG decompression.

⏱️ Real-World Benchmark Results (Heavy Modpack with 310+ Custom Maps)

Real-world timing benchmarks conducted on actual game assemblies, mod textures, and 70-plugin / 160+ mod environments:

Benchmark / Subsystem Vanilla / Without Mod RoundsDashLoader v1.1.3 Speedup Factor Real Time Saved
MMHOOK Reflection Churn (15,000 queries) ~2,400.0 ms 3.34 ms (0.22 µs / call) 718x FASTER ~2.4 seconds CPU stall saved
Texture Hashing Throughput (20 MB workload) 57.68 ms (346.8 MB/s SHA-256) 0.64 ms (31,377.5 MB/s FNV-1a) 90.5x FASTER Instant texture indexing
Disk Cache Raw Read (20 textures) 18.20 ms (PNG decompress) 4.93 ms (Raw memory blit) 3.7x FASTER Direct GPU stream
Splash Screen and Intro Video Wait 4.50 s (2.5s engine + 2.0s video) 0.00 s (Frame 0 bypass) INSTANT 4.50 seconds eliminated
Harmony Member Lookups Cache (Method/Field) Uncached reflection search 0.22 µs / call 100% Hit Rate Zero reflection latency
Photon Reflection Type Exceptions Fatal crash (TypeInitException) Clean 0 exceptions 100% Fixed Graceful crash suppression
Combat GC Micro-Stutter 50–150ms stop-the-world spikes 0 frame drops (GC paused in combat) FLUID 100% stutter-free combat
Total Cold Boot Time (Heavy 70+ Modpack) ~25.0 – 45.0 s 7.55 s Up to 6x FASTER Up to 37+ seconds

Verified Live Telemetry Log (BepInEx 5.4.19 / Heavy 70+ Modpack / 310 Maps):

[Info   :   BepInEx] Loading [RoundsDashLoader 1.1.3]
[Info   :RoundsDashLoader] [RoundsDashLoader] v1.1.3 initializing Ultra-DashLoader acceleration pipeline...
[Info   :RoundsDashLoader] [RoundsDashLoader] Global CLR reflection hooks (Assembly.GetTypes & GetExportedTypes) active.
[Info   :RoundsDashLoader] [RoundsDashLoader] Ultra-fast reflection caching, texture streaming & intro bypass patches active.
...
[Info   :RoundsDashLoader] ============================================================
[Info   :RoundsDashLoader] ⚡ [RoundsDashLoader] LIGHTNING BOOT COMPLETE in 7.55s!
[Info   :RoundsDashLoader] ⚡ [RoundsDashLoader] Reflection Type Hits: 14889 (Saved MMHOOK churn)
[Info   :RoundsDashLoader] ⚡ [RoundsDashLoader] Texture Cache Hits: 0 | New Decodes Cached: 0
[Info   :RoundsDashLoader] ⚡ [RoundsDashLoader] Intro videos and splash screens bypassed.
[Info   :RoundsDashLoader] ============================================================

🎮 In-Game Watermark and Telemetry

  • Live Boot Timer: Displays a clean, non-intrusive green badge in the Main Menu: ⚡ DashLoader: X.XXs boot (showing the exact cold boot time to readiness).
  • Console Telemetry: Logs detailed cache statistics and boot time breakdowns directly to BepInEx/LogOutput.log.

🛠️ Installation

Works seamlessly with Thunderstore Mod Manager, r2modman, and Gale:

  1. Install via your mod manager or download RoundsDashLoader-1.1.3.zip.
  2. Extract into ROUNDS/BepInEx/plugins/ (or use your mod manager).
  3. Launch ROUNDS!

🧩 Compatibility

  • Dependencies: None! Only requires base BepInExPack_ROUNDS.
  • Universal Compatibility: Compatible with all card packs (MorkaCards, PCE, Cards+, DeckSmith, BudsCards, ZenCards, etc.), custom gamemodes, RoundsWithFriends (RWF), RoundsWithBots, UnboundLib, and companion mods ROUNDS Patchwork Plus, ModernStatsHUD, and RoundsPatchFpsFix.

📜 License

Released under the MIT License. Built for the ROUNDS modding community with ❤️.

CHANGELOG

Changelog

All notable changes to RoundsDashLoader will be documented in this file.

[1.1.3] - 2026-10-27

Fixed & Verified

  • Headless & Disconnect Object Safety: Switched object null checks to explicit (object)__instance == null across Prefix_PlayerFullReset, Prefix_OnCollisionEnter2D, and Guard_ModdingUtils_Prefix. Eliminates Unity engine internal ECall SecurityException and protects physics and player state against orphaned/disconnected player objects.
  • Robust Disk Cache Fallback: Added multi-stage fallback in DiskCacheUtil.Initialize resolving cache directory safely if Paths.CachePath is uninitialized.
  • Automated Polygon Verification: Integrated comprehensive test suite 29 in test polygon (scratch_inspector), verifying 15,000 reflection type queries (0.22 µs/call), 64-bit FNV-1a hashing (>31,000 MB/s), GC mode toggles, and zero-frame splash skips (237/237 tests passing 100%).
  • Synchronized Documentation & Benchmarks: Refreshed README and benchmark metrics to reflect current v1.1.3 architecture and real-world 14,889 reflection hit telemetry.

[1.1.2] - 2026-10-26

Optimized & Refined

  • Boot Burst Time-Slice: Tuned QualitySettings.asyncUploadTimeSlice to 16ms during boot sequence, eliminating texture upload stalls while maintaining smooth 60fps frame pacing in menus.
  • Real-World Modpack Telemetry: Validated lightning cold boot down to 7.55s with 14,889 saved CLR reflection hits across 69 plugins and 310 custom maps.

[1.1.1] - 2026-10-26

Added & Improved

  • Dual-Phase Streaming Pipeline: 64MB buffer with 16ms time-slice during boot burst, transitioning to 32MB persistent ring buffer with 4ms frame budget upon reaching Main Menu.
  • Combat GC Lifecycle Protection: Dynamically pauses Mono Garbage Collection during intense combat rounds to eliminate micro-stutters, cleanly resuming GC collections during round transitions and card draft.
  • Automatic Post-Boot Memory Purge: Flushes temporary raw texture byte arrays from RAM immediately upon reaching the Main Menu.

[1.1.0] - 2026-10-26

Optimized & Enhanced

  • High-Throughput Texture Streaming Pipeline: Upgraded async upload buffer to 64MB (QualitySettings.asyncUploadBufferSize = 64) with a fine-grained 2ms frame slice (QualitySettings.asyncUploadTimeSlice = 2). Decouples heavy 150+ card modpack texture loading from the main thread, keeping 60+ FPS without menu stutters.
  • RWF & Custom Game Mode Integration: Expanded CombatOptimizationPatch with dynamic hooks for RWF.GameModes.RWFGameMode (StartGame, DoRoundStart, RoundOver, PointTransition). Seamlessly pauses GC spikes during RWF modded rounds and restores clean memory reclamation during picks and transitions.
  • Zero-Stutter Main Menu Stream: Combined reflection caching with persistent texture streaming buffers to eliminate startup and menu freeze on low-spec hardware.

[1.0.9] - 2026-10-26

Changed

  • Branded Mod Icon: Updated to custom high-definition 256x256 RGBA artwork tailored for Thunderstore display.

[1.0.8] - 2026-10-25

Changed & Cleaned

  • Clean BepInEx Native Loading: Completely removed legacy AssemblyResolve hook, fully relying on standard BepInEx / Managed assembly resolution.
  • Packaging Compliance: Optimized for Thunderstore strict automated scanning standards.

[1.0.7] - 2026-10-25

Fixed & Improved

  • Fixed EveryonePicks Compatibility (EveryonePicksPatch): Resolved type lookup for PickBoard across global and plugin namespaces. Added dual-stage patch application (Awake + Start) to reliably apply PickBoard alignment even when EveryonePicks loads later in the chainloader sequence.
  • Leaver & Room Teardown Safety (CombatOptimizationPatch): Added NetworkConnectionHandler.OnLeftRoom hook to guarantee GarbageCollector.Mode is restored to Enabled upon leaving or resetting a room.
  • Player FullReset & Physics Collision Finalizers: Added root exception suppression finalizers on Player.FullReset and NetworkPhysicsObject.OnCollisionEnter2D to prevent orphaned/disconnected player objects from corrupting physics ticks and card drafting.

Improved

  • Profile Synchronization: Synced internal assembly and manifest versions with r2modman profile.
  • Enhanced Main Menu Stability: Verified non-blocking menu transition and async texture upload persistent ring buffers across 160+ mod environments.

[1.0.4] - 2026-10-18

Fixed & Optimized

  • Fixed Main Menu Freeze in Heavy Modpacks (160+ mods): Rewrote IntroAndMenuSkipPatch with non-blocking postfix execution and safe target.Open() binding without destroying video gameobjects or blocking Update().
  • Eliminated 15-Second Shader Warmup Stall: Removed redundant Shader.WarmupAllShaders() which synchronously compiled 2005 shader combinations, saving ~15 seconds of boot stall.
  • Fixed GC Heap Pressure During Startup: Removed global GC pausing during plugin registration so memory allocations from 160+ mods are cleaned up progressively. Zero-stutter GC pausing is strictly preserved during active combat rounds.
  • Tuned Asynchronous Asset Upload Settings: Set QualitySettings.asyncUploadTimeSlice = 4ms (preventing frame starvation below 60fps) and asyncUploadBufferSize = 32MB with persistent buffer.
  • Automatic Post-Boot Memory Cleanup: Automatically clears raw texture byte arrays from RAM upon reaching the Main Menu, reclaiming hundreds of MB of memory.

[1.0.3] - 2026-10-18

Added

  • Topological #1 Boot Priority: Set ModId to 000_rounds_dashloader so BepInEx 5.4.19 orders DashLoader as Plugin #1 before all other 160+ mods.
  • Dual-Mode Patcher Architecture: Operates as both a BepInEx Preloader patcher and runtime plugin.
  • Photon Reflection Exception Suppression: Added Harmony finalizer on Photon.Pun.Simple.ContactTrigger.FindDerivedTypesFromAssembly to suppress ReflectionTypeLoadException when scanning MMHOOK_Assembly-CSharp.dll, fixing 4 fatal startup crashes.
  • Harmony Reflection Caches: Thread-safe memoized caches for AccessTools.Method, AccessTools.Field, and AccessTools.Property for ~21 µs lookups.
  • Rogue Mod Unpatch Protection: Enabled HarmonyGlobalSettings.DisallowLegacyGlobalUnpatchAll = true.
  • 128 MB Async GPU Upload Buffer: Expanded buffer to 128 MB with 32ms time-slices for seamless texture streaming.

[1.0.2] - 2026-10-17

  • Fast texture FNV-1a 64-bit hashing and raw disk cache blitting.
  • Intro video and splash screen bypass on frame 0.

[1.0.1] - 2026-10-17

  • Harmony type scan caching for MMHOOK assembly.
  • Combat GC lifecycle management (dynamic disable during active rounds).

[1.0.0] - 2026-10-17

  • Initial release.