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https://github.com/DarkflameUniverse/DarkflameServer.git
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c6087ce77a
* 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
27 lines
779 B
C++
27 lines
779 B
C++
#pragma once
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// Custom Classes
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#include "CDTable.h"
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struct CDLootTable {
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unsigned int itemid; //!< The LOT of the item
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unsigned int LootTableIndex; //!< The Loot Table Index
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bool MissionDrop; //!< Whether or not this loot table is a mission drop
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unsigned int sortPriority; //!< The sorting priority
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};
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typedef uint32_t LootTableIndex;
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typedef std::vector<CDLootTable> LootTableEntries;
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class CDLootTableTable : public CDTable<CDLootTableTable> {
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private:
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CDLootTable ReadRow(CppSQLite3Query& tableData) const;
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std::unordered_map<LootTableIndex, LootTableEntries> entries;
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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const LootTableEntries& GetTable(uint32_t tableId);
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};
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