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[Performance] Improve SkillCaps::GetTrainLevel() Efficiency (#4350)
* [Performance] Improve SkillCaps::GetTrainLevel() Efficiency * Finalize
This commit is contained in:
+18
-17
@@ -1,4 +1,5 @@
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#include "skill_caps.h"
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#include "timer.h"
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SkillCaps *SkillCaps::SetContentDatabase(Database *db)
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{
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@@ -13,39 +14,39 @@ SkillCapsRepository::SkillCaps SkillCaps::GetSkillCap(uint8 class_id, EQ::skills
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return SkillCapsRepository::NewEntity();
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}
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uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
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const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
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auto pos = m_skill_caps.find(key);
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if (pos != m_skill_caps.end()) {
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return pos->second;
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}
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return SkillCapsRepository::NewEntity();
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}
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uint8 SkillCaps::GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
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uint8 SkillCaps::GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
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{
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if (
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!IsPlayerClass(class_id) ||
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class_id > Class::PLAYER_CLASS_COUNT ||
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static_cast<uint32>(skill_id) > (EQ::skills::HIGHEST_SKILL + 1)
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) {
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) {
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return 0;
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}
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const uint8 skill_cap_max_level = (
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RuleI(Character, SkillCapMaxLevel) > 0 ?
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RuleI(Character, SkillCapMaxLevel) :
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RuleI(Character, MaxLevel)
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RuleI(Character, SkillCapMaxLevel) :
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RuleI(Character, MaxLevel)
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);
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const uint8 max_level = level > skill_cap_max_level ? level : skill_cap_max_level;
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const uint8 max_level = level > skill_cap_max_level ? level : skill_cap_max_level;
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const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
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for (const auto &e: m_skill_caps) {
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for (uint8 current_level = 1; current_level <= max_level; current_level++) {
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uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
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auto pos = m_skill_caps.find(key);
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if (pos != m_skill_caps.end()) {
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return current_level;
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}
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for (uint8 current_level = 1; current_level <= max_level; current_level++) {
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auto pos = m_skill_caps.find(key);
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if (pos != m_skill_caps.end()) {
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return current_level;
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}
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}
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@@ -54,20 +55,20 @@ uint8 SkillCaps::GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, u
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void SkillCaps::LoadSkillCaps()
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{
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const auto &l = SkillCapsRepository::All(*m_content_database);
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const auto& l = SkillCapsRepository::All(*m_content_database);
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m_skill_caps.clear();
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for (const auto &e: l) {
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for (const auto& e: l) {
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if (
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e.level < 1 ||
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!IsPlayerClass(e.class_id) ||
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static_cast<EQ::skills::SkillType>(e.skill_id) >= EQ::skills::SkillCount
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) {
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) {
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continue;
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}
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uint64_t key = (e.class_id * 1000000) + (e.level * 1000) + e.skill_id;
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const uint64_t key = (e.class_id * 1000000) + (e.level * 1000) + e.skill_id;
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m_skill_caps[key] = e;
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}
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+1
-1
@@ -10,7 +10,7 @@ class SkillCaps {
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public:
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inline void ClearSkillCaps() { m_skill_caps.clear(); }
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SkillCapsRepository::SkillCaps GetSkillCap(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
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uint8 GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
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uint8 GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
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void LoadSkillCaps();
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void ReloadSkillCaps();
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