DarkflameServer/dDatabase/Tables/CDLootTableTable.h
David Markowitz c6087ce77a
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
2023-10-09 15:33:22 -05:00

27 lines
779 B
C++

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