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