[Performance] Improve SkillCaps::GetTrainLevel() Efficiency (#4350)

* [Performance] Improve SkillCaps::GetTrainLevel() Efficiency

* Finalize
This commit is contained in:
Alex King
2024-05-26 19:55:00 -04:00
committed by GitHub
parent 1b15f16e3e
commit c50fda0f73
8 changed files with 37 additions and 22 deletions
+18 -17
View File
@@ -1,4 +1,5 @@
#include "skill_caps.h"
#include "timer.h"
SkillCaps *SkillCaps::SetContentDatabase(Database *db)
{
@@ -13,39 +14,39 @@ SkillCapsRepository::SkillCaps SkillCaps::GetSkillCap(uint8 class_id, EQ::skills
return SkillCapsRepository::NewEntity();
}
uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
auto pos = m_skill_caps.find(key);
if (pos != m_skill_caps.end()) {
return pos->second;
}
return SkillCapsRepository::NewEntity();
}
uint8 SkillCaps::GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
uint8 SkillCaps::GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
{
if (
!IsPlayerClass(class_id) ||
class_id > Class::PLAYER_CLASS_COUNT ||
static_cast<uint32>(skill_id) > (EQ::skills::HIGHEST_SKILL + 1)
) {
) {
return 0;
}
const uint8 skill_cap_max_level = (
RuleI(Character, SkillCapMaxLevel) > 0 ?
RuleI(Character, SkillCapMaxLevel) :
RuleI(Character, MaxLevel)
RuleI(Character, SkillCapMaxLevel) :
RuleI(Character, MaxLevel)
);
const uint8 max_level = level > skill_cap_max_level ? level : skill_cap_max_level;
const uint8 max_level = level > skill_cap_max_level ? level : skill_cap_max_level;
const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
for (const auto &e: m_skill_caps) {
for (uint8 current_level = 1; current_level <= max_level; current_level++) {
uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
auto pos = m_skill_caps.find(key);
if (pos != m_skill_caps.end()) {
return current_level;
}
for (uint8 current_level = 1; current_level <= max_level; current_level++) {
auto pos = m_skill_caps.find(key);
if (pos != m_skill_caps.end()) {
return current_level;
}
}
@@ -54,20 +55,20 @@ uint8 SkillCaps::GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, u
void SkillCaps::LoadSkillCaps()
{
const auto &l = SkillCapsRepository::All(*m_content_database);
const auto& l = SkillCapsRepository::All(*m_content_database);
m_skill_caps.clear();
for (const auto &e: l) {
for (const auto& e: l) {
if (
e.level < 1 ||
!IsPlayerClass(e.class_id) ||
static_cast<EQ::skills::SkillType>(e.skill_id) >= EQ::skills::SkillCount
) {
) {
continue;
}
uint64_t key = (e.class_id * 1000000) + (e.level * 1000) + e.skill_id;
const uint64_t key = (e.class_id * 1000000) + (e.level * 1000) + e.skill_id;
m_skill_caps[key] = e;
}
+1 -1
View File
@@ -10,7 +10,7 @@ class SkillCaps {
public:
inline void ClearSkillCaps() { m_skill_caps.clear(); }
SkillCapsRepository::SkillCaps GetSkillCap(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
uint8 GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
uint8 GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
void LoadSkillCaps();
void ReloadSkillCaps();