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

@@ -319,7 +319,7 @@ void Item::UseNonEquip(Item* item) {
// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
std::unordered_map<LOT, int32_t> rolledLoot{};
for (auto& pack : packages) {
auto thisPackage = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
auto thisPackage = Loot::RollLootMatrix(entityParent, pack.LootMatrixIndex);
for (auto& loot : thisPackage) {
// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
auto existingLoot = rolledLoot.find(loot.first);
@@ -331,7 +331,7 @@ void Item::UseNonEquip(Item* item) {
}
}
if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
Loot::GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
item->SetCount(item->GetCount() - 1);
} else {
success = false;