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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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@@ -1790,7 +1790,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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for (uint32_t i = 0; i < loops; i++) {
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while (true) {
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auto lootRoll = LootGenerator::Instance().RollLootMatrix(lootMatrixIndex);
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auto lootRoll = Loot::RollLootMatrix(lootMatrixIndex);
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totalRuns += 1;
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bool doBreak = false;
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for (const auto& kv : lootRoll) {
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