This overhead is mandated by the spec's reliance on promises for buffer management, completion, and backpressure signals. While some of it is implementation-specific, much of it is unavoidable if you're following the spec as written. For high-frequency streaming – video frames, network packets, real-time data – this overhead is significant.
Let’s take a specific example, dismantling items at the forge. Players interact with the forge and choose individual pieces of gear to dismantle, converting them into a different resource called spirit dust.,详情可参考51吃瓜
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