mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
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"
|
|
|
|
void CDRarityTableTable::LoadValuesFromDatabase() {
|
|
|
|
// First, get the size of the table
|
|
unsigned int size = 0;
|
|
auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM RarityTable");
|
|
while (!tableSize.eof()) {
|
|
size = tableSize.getIntField(0, 0);
|
|
|
|
tableSize.nextRow();
|
|
}
|
|
|
|
tableSize.finalize();
|
|
|
|
// Reserve the size
|
|
this->entries.reserve(size);
|
|
|
|
// Now get the data
|
|
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM RarityTable order by randmax desc;");
|
|
while (!tableData.eof()) {
|
|
uint32_t rarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
|
|
|
|
CDRarityTable entry;
|
|
entry.randmax = tableData.getFloatField("randmax", -1);
|
|
entry.rarity = tableData.getIntField("rarity", -1);
|
|
entries[rarityTableIndex].push_back(entry);
|
|
tableData.nextRow();
|
|
}
|
|
}
|
|
|
|
const std::vector<CDRarityTable>& CDRarityTableTable::GetRarityTable(uint32_t id) {
|
|
return entries[id];
|
|
}
|