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