atom-achievements
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Number of achievements earned will affect startup time and memory usage
This may probably come as a no brainer but the more achievements someone earns the larger that unlockedAchievements object gets, which in turn gets serialized, which will increase the time it takes to load Atom.
I'm not sure how many it will take to cause real issues though it may be well out of the realm of real consideration.
Can you load explicitly after activation?
Yarp?
I guess we could load after the next achievement triggered or delay time before loading it using setTimeout.
Stupid question here. Does any of Atom's javascript run in parallel? Would we need a semaphore around unlockedAchievements if we load after the first event fired?
"Everything runs in parallel except your code."