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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
91 lines
4.1 KiB
C++
91 lines
4.1 KiB
C++
#include "CDClientManager.h"
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#include "CDActivityRewardsTable.h"
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#include "CDAnimationsTable.h"
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#include "CDBehaviorParameterTable.h"
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#include "CDBehaviorTemplateTable.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDCurrencyTableTable.h"
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#include "CDDestructibleComponentTable.h"
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#include "CDEmoteTable.h"
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#include "CDInventoryComponentTable.h"
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#include "CDItemComponentTable.h"
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#include "CDItemSetsTable.h"
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#include "CDItemSetSkillsTable.h"
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#include "CDLevelProgressionLookupTable.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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#include "CDMissionNPCComponentTable.h"
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#include "CDMissionTasksTable.h"
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#include "CDMissionsTable.h"
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#include "CDObjectSkillsTable.h"
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#include "CDObjectsTable.h"
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#include "CDPhysicsComponentTable.h"
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#include "CDRebuildComponentTable.h"
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#include "CDScriptComponentTable.h"
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#include "CDSkillBehaviorTable.h"
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#include "CDZoneTableTable.h"
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#include "CDVendorComponentTable.h"
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#include "CDActivitiesTable.h"
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#include "CDPackageComponentTable.h"
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#include "CDProximityMonitorComponentTable.h"
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#include "CDMovementAIComponentTable.h"
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#include "CDBrickIDTableTable.h"
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#include "CDRarityTableTable.h"
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#include "CDMissionEmailTable.h"
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#include "CDRewardsTable.h"
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#include "CDPropertyEntranceComponentTable.h"
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#include "CDPropertyTemplateTable.h"
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#include "CDFeatureGatingTable.h"
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#include "CDRailActivatorComponent.h"
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// Uncomment this to cache the full cdclient database into memory. This will make the server load faster, but will use more memory.
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// A vanilla CDClient takes about 46MB of memory + the regular world data.
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// #define CDCLIENT_CACHE_ALL
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#ifdef CDCLIENT_CACHE_ALL
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#define CDCLIENT_DONT_CACHE_TABLE(x) x
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#else
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#define CDCLIENT_DONT_CACHE_TABLE(x)
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#endif
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CDClientManager::CDClientManager() {
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CDActivityRewardsTable::Instance().LoadValuesFromDatabase();
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CDActivitiesTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDAnimationsTable::Instance().LoadValuesFromDatabase());
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CDBehaviorParameterTable::Instance().LoadValuesFromDatabase();
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CDBehaviorTemplateTable::Instance().LoadValuesFromDatabase();
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CDBrickIDTableTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDComponentsRegistryTable::Instance().LoadValuesFromDatabase());
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CDCurrencyTableTable::Instance().LoadValuesFromDatabase();
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CDDestructibleComponentTable::Instance().LoadValuesFromDatabase();
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CDEmoteTableTable::Instance().LoadValuesFromDatabase();
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CDFeatureGatingTable::Instance().LoadValuesFromDatabase();
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CDInventoryComponentTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDItemComponentTable::Instance().LoadValuesFromDatabase());
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CDItemSetSkillsTable::Instance().LoadValuesFromDatabase();
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CDItemSetsTable::Instance().LoadValuesFromDatabase();
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CDLevelProgressionLookupTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDLootMatrixTable::Instance().LoadValuesFromDatabase());
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CDCLIENT_DONT_CACHE_TABLE(CDLootTableTable::Instance().LoadValuesFromDatabase());
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CDMissionEmailTable::Instance().LoadValuesFromDatabase();
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CDMissionNPCComponentTable::Instance().LoadValuesFromDatabase();
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CDMissionTasksTable::Instance().LoadValuesFromDatabase();
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CDMissionsTable::Instance().LoadValuesFromDatabase();
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CDMovementAIComponentTable::Instance().LoadValuesFromDatabase();
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CDObjectSkillsTable::Instance().LoadValuesFromDatabase();
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CDCLIENT_DONT_CACHE_TABLE(CDObjectsTable::Instance().LoadValuesFromDatabase());
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CDPhysicsComponentTable::Instance().LoadValuesFromDatabase();
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CDPackageComponentTable::Instance().LoadValuesFromDatabase();
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CDProximityMonitorComponentTable::Instance().LoadValuesFromDatabase();
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CDPropertyEntranceComponentTable::Instance().LoadValuesFromDatabase();
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CDPropertyTemplateTable::Instance().LoadValuesFromDatabase();
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CDRailActivatorComponentTable::Instance().LoadValuesFromDatabase();
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CDRarityTableTable::Instance().LoadValuesFromDatabase();
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CDRebuildComponentTable::Instance().LoadValuesFromDatabase();
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CDRewardsTable::Instance().LoadValuesFromDatabase();
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CDScriptComponentTable::Instance().LoadValuesFromDatabase();
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CDSkillBehaviorTable::Instance().LoadValuesFromDatabase();
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CDVendorComponentTable::Instance().LoadValuesFromDatabase();
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CDZoneTableTable::Instance().LoadValuesFromDatabase();
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}
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