* 核心逻辑:能看到的人数 = 弹出的矮个子数量(count) + (栈顶有更高的人则+1,否则+0)
For implementers, this promise-heavy design constrains optimization opportunities. The spec mandates specific promise resolution ordering, making it difficult to batch operations or skip unnecessary async boundaries without risking subtle compliance failures. There are many hidden internal optimizations that implementers do make but these can be complicated and difficult to get right.
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The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.