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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
35 lines
949 B
C++
35 lines
949 B
C++
#include "CDRarityTableTable.h"
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void CDRarityTableTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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unsigned int size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM RarityTable");
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while (!tableSize.eof()) {
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size = tableSize.getIntField(0, 0);
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tableSize.nextRow();
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}
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tableSize.finalize();
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// Reserve the size
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this->entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM RarityTable order by randmax desc;");
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while (!tableData.eof()) {
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uint32_t rarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
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CDRarityTable entry;
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entry.randmax = tableData.getFloatField("randmax", -1);
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entry.rarity = tableData.getIntField("rarity", -1);
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entries[rarityTableIndex].push_back(entry);
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tableData.nextRow();
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}
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}
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const std::vector<CDRarityTable>& CDRarityTableTable::GetRarityTable(uint32_t id) {
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return entries[id];
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}
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