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

@@ -11,7 +11,7 @@ void AgPicnicBlanket::OnUse(Entity* self, Entity* user) {
self->SetVar<bool>(u"active", true);
auto lootTable = std::unordered_map<LOT, int32_t>{ {935, 3} };
LootGenerator::Instance().DropLoot(user, self, lootTable, 0, 0);
Loot::DropLoot(user, self, lootTable, 0, 0);
self->AddCallbackTimer(5.0f, [self]() {
self->SetVar<bool>(u"active", false);

View File

@@ -442,7 +442,7 @@ void SGCannon::SpawnNewModel(Entity* self) {
if (lootMatrix != 0) {
std::unordered_map<LOT, int32_t> toDrop = {};
toDrop = LootGenerator::Instance().RollLootMatrix(player, lootMatrix);
toDrop = Loot::RollLootMatrix(player, lootMatrix);
for (auto drop : toDrop) {
rewardModel->OnFireEventServerSide(self, ModelToBuildEvent, drop.first);
@@ -594,7 +594,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<uint32_t>(TotalScoreVariable));
}
LootGenerator::Instance().GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
SaveScore(self, player->GetObjectID(),
static_cast<float>(self->GetVar<uint32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);