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
This commit is contained in:
David Markowitz
2023-10-09 13:33:22 -07:00
committed by GitHub
parent e96fd56fbd
commit c6087ce77a
30 changed files with 201 additions and 339 deletions

View File

@@ -735,18 +735,18 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
auto* member = Game::entityManager->GetEntity(specificOwner);
if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
} else {
for (const auto memberId : team->members) { // Free for all
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr) continue;
LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
}
}
} else { // drop loot for non team user
LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
} else {
@@ -764,7 +764,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
coinsTotal -= coinsToLose;
LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
}
}

View File

@@ -388,7 +388,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
}
const auto score = playersRating * 10 + data->finished;
LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
// Giving rewards
GameMessages::SendNotifyRacingClient(

View File

@@ -486,7 +486,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
auto* missionComponent = builder->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
}
// Notify scripts

View File

@@ -576,7 +576,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
maxCoins = currencyTable[0].maxvalue;
}
LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
}
}

View File

@@ -42,7 +42,7 @@ void VendorComponent::RefreshInventory(bool isCreation) {
}
auto* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
const auto lootMatrices = lootMatrixTable->Query([=](CDLootMatrix entry) { return (entry.LootMatrixIndex == m_LootMatrixID); });
const auto& lootMatrices = lootMatrixTable->GetMatrix(m_LootMatrixID);
if (lootMatrices.empty()) return;
@@ -51,8 +51,7 @@ void VendorComponent::RefreshInventory(bool isCreation) {
auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
for (const auto& lootMatrix : lootMatrices) {
int lootTableID = lootMatrix.LootTableIndex;
auto vendorItems = lootTableTable->Query([=](CDLootTable entry) { return (entry.LootTableIndex == lootTableID); });
auto vendorItems = lootTableTable->GetTable(lootMatrix.LootTableIndex);
if (lootMatrix.maxToDrop == 0 || lootMatrix.minToDrop == 0) {
for (const auto& item : vendorItems) {
if (!m_HasStandardCostItems || !m_HasMultiCostItems) {