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https://github.com/DarkflameUniverse/DarkflameServer.git
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perf: Loot memory savings (#1165)
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
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@@ -1,5 +1,14 @@
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#include "CDLootTableTable.h"
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable entry{};
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if (tableData.eof()) return entry;
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entry.itemid = tableData.getIntField("itemid", -1);
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entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
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entry.sortPriority = tableData.getIntField("sortPriority", -1);
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return entry;
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}
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void CDLootTableTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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@@ -11,8 +20,6 @@ void CDLootTableTable::LoadValuesFromDatabase() {
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tableSize.nextRow();
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}
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tableSize.finalize();
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// Reserve the size
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this->entries.reserve(size);
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@@ -20,32 +27,28 @@ void CDLootTableTable::LoadValuesFromDatabase() {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootTable");
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while (!tableData.eof()) {
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CDLootTable entry;
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entry.id = tableData.getIntField("id", -1);
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entry.itemid = tableData.getIntField("itemid", -1);
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entry.LootTableIndex = tableData.getIntField("LootTableIndex", -1);
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entry.id = tableData.getIntField("id", -1);
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entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
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entry.sortPriority = tableData.getIntField("sortPriority", -1);
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uint32_t lootTableIndex = tableData.getIntField("LootTableIndex", -1);
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this->entries.push_back(entry);
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this->entries[lootTableIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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}
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const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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auto itr = this->entries.find(tableId);
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if (itr != this->entries.end()) {
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return itr->second;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootTable WHERE LootTableIndex = ?;");
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query.bind(1, static_cast<int32_t>(tableId));
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auto tableData = query.execQuery();
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while (!tableData.eof()) {
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CDLootTable entry;
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this->entries[tableId].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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tableData.finalize();
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return this->entries[tableId];
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}
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//! Queries the table with a custom "where" clause
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std::vector<CDLootTable> CDLootTableTable::Query(std::function<bool(CDLootTable)> predicate) {
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std::vector<CDLootTable> data = cpplinq::from(this->entries)
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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}
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//! Gets all the entries in the table
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const std::vector<CDLootTable>& CDLootTableTable::GetEntries() const {
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return this->entries;
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}
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