It compares favorably to the official Terraria code (decompiled version here): https://github.com/TheVamp/Terraria-Source-Code/blob/master/...
Terraria extensively used God objects with hundreds or thousands of properties, and used naive C# serialization for its netcode. This meant that sending the state of a single object would take over 1KB, leading to truly outrageous network requirements for a 2D platformer game, on the order of >100KB/s/player.