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

@@ -33,10 +33,10 @@ void TreasureChestDragonServer::OnUse(Entity* self, Entity* user) {
if (memberObject == nullptr) continue;
LootGenerator::Instance().DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
Loot::DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
}
} else {
LootGenerator::Instance().DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
Loot::DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
}
self->Smash(self->GetObjectID());

View File

@@ -45,7 +45,7 @@ BootyDigServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string
if (renderComponent != nullptr)
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
Loot::DropLoot(player, self, 231, 75, 75);
}
}
} else if (args == "ChestDead") {

View File

@@ -22,7 +22,7 @@ void BaseInteractDropLootServer::BaseUse(Entity* self, Entity* user) {
self->SetNetworkVar(u"bInUse", true);
LootGenerator::Instance().DropLoot(user, self, lootMatrix, 0, 0);
Loot::DropLoot(user, self, lootMatrix, 0, 0);
self->AddCallbackTimer(cooldownTime, [this, self]() {
self->SetNetworkVar(u"bInUse", false);

View File

@@ -13,7 +13,7 @@ void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::s
const auto mission1 = self->GetVar<int32_t>(u"missionID");
const auto mission2 = self->GetVar<int32_t>(u"missionID2");
LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
Loot::DropActivityLoot(target, self, self->GetLOT(), 0);
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {

View File

@@ -21,7 +21,7 @@ void WishingWellServer::OnUse(Entity* self, Entity* user) {
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), audio);
}
LootGenerator::Instance().DropActivityLoot(
Loot::DropActivityLoot(
user,
self,
static_cast<uint32_t>(scriptedActivity->GetActivityID()),

View File

@@ -6,7 +6,7 @@
#include "eTerminateType.h"
void VeMissionConsole::OnUse(Entity* self, Entity* user) {
LootGenerator::Instance().DropActivityLoot(user, self, 12551);
Loot::DropActivityLoot(user, self, 12551);
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) {

View File

@@ -14,6 +14,6 @@ void NjDragonEmblemChestServer::OnUse(Entity* self, Entity* user) {
auto* destroyable = self->GetComponent<DestroyableComponent>();
if (destroyable != nullptr) {
LootGenerator::Instance().DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
Loot::DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
}
}

View File

@@ -27,7 +27,7 @@ void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
if (self->GetLOT() == frakjawChestId) activityRating = team->members.size();
LootGenerator::Instance().DropActivityLoot(teamMember, self, sac->GetActivityID(), activityRating);
Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), activityRating);
}
}
} else {
@@ -35,7 +35,7 @@ void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
if (self->GetLOT() == frakjawChestId) activityRating = 1;
LootGenerator::Instance().DropActivityLoot(user, self, sac->GetActivityID(), activityRating);
Loot::DropActivityLoot(user, self, sac->GetActivityID(), activityRating);
}
sac->PlayerRemove(user->GetObjectID());