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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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@@ -4,37 +4,20 @@
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#include "CDTable.h"
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struct CDRarityTable {
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unsigned int id;
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float randmax;
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unsigned int rarity;
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unsigned int RarityTableIndex;
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friend bool operator> (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity > c2.rarity;
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}
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friend bool operator>= (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity >= c2.rarity;
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}
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friend bool operator< (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity < c2.rarity;
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}
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friend bool operator<= (const CDRarityTable& c1, const CDRarityTable& c2) {
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return c1.rarity <= c2.rarity;
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}
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};
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typedef std::vector<CDRarityTable> RarityTable;
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class CDRarityTableTable : public CDTable<CDRarityTableTable> {
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private:
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std::vector<CDRarityTable> entries;
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typedef uint32_t RarityTableIndex;
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std::unordered_map<RarityTableIndex, std::vector<CDRarityTable>> entries;
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDRarityTable> Query(std::function<bool(CDRarityTable)> predicate);
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const std::vector<CDRarityTable>& GetEntries() const;
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const std::vector<CDRarityTable>& GetRarityTable(uint32_t predicate);
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};
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