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

@@ -29,7 +29,7 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity* self, std::string message) {
renderComponent->PlayEffect(0, u"cast", "N_cast");
}
LootGenerator::Instance().DropLoot(owner, self, drops, 0, 0);
Loot::DropLoot(owner, self, drops, 0, 0);
}
// Increment the current cycle