On slower hardware (mainly laptops), the game would freeze for several seconds on every music change — most noticeably when switching to the alarm track, which happens routinely and disruptively often on an efficiently-run datacenter (100% utilization). Cause: all three music tracks were imported with Decompress On Load and Preload Audio Data disabled, so Unity had to synchronously decode the entire (~40-50 MB) file on the main thread the first time it played. Barely noticeable on a fast desktop SSD, but a multi-second freeze on slower drives. Switched to Streaming, so only small buffered chunks are loaded continuously instead of the whole file at once.
Additionally, music transitions now crossfade smoothly (~1.5s) instead of cutting hard — transitions, especially into the alarm track, feel noticeably less jarring now.
The server list was being fully rebuilt from scratch on every single access, including from inside the core tick handler that runs on every game tick, no matter what — at least one allocation per tick, discarded immediately, for the entire length of a session, and more the more servers you're running. On weaker hardware this kind of thing typically shows up as occasional micro-stutter from more frequent garbage collection, especially in longer sessions. The server list is now cached and only rebuilt on an actual structural change (buying/selling a server); a few other spots that only needed a count (server/contract counters) now count directly instead of building and discarding a list.