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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
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@ -2,61 +2,23 @@
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#include "dCommonVars.h"
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#include <unordered_map>
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#include "Singleton.h"
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#include <vector>
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class Entity;
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struct RarityTableEntry {
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uint32_t rarity;
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float randMax;
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};
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typedef std::vector<RarityTableEntry> RarityTable;
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struct LootMatrixEntry {
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uint32_t lootTableIndex;
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uint32_t rarityTableIndex;
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float percent;
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uint32_t minDrop;
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uint32_t maxDrop;
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};
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typedef std::vector<LootMatrixEntry> LootMatrix;
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struct LootTableEntry {
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LOT itemID;
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bool isMissionDrop;
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};
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typedef std::vector<LootTableEntry> LootTable;
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// used for glue code with Entity and Player classes
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namespace Loot {
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struct Info {
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LWOOBJID id;
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LOT lot;
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uint32_t count;
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LWOOBJID id = 0;
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LOT lot = 0;
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uint32_t count = 0;
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};
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}
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class LootGenerator : public Singleton<LootGenerator> {
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public:
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LootGenerator();
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std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
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std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
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void CacheMatrix(const uint32_t matrixIndex);
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void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
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void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
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void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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private:
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std::unordered_map<uint32_t, uint8_t> m_ItemRarities;
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std::unordered_map<uint32_t, RarityTable> m_RarityTables;
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std::unordered_map<uint32_t, LootMatrix> m_LootMatrices;
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std::unordered_map<uint32_t, LootTable> m_LootTables;
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};
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