mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 04:18:11 -08:00
Initial performance improvements
This commit is contained in:
@@ -41,6 +41,8 @@ function large_monster.new(enemy)
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monster.rage_seconds_left = 0;
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monster.rage_timer_percentage = 0;
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monster.game_object = nil
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monster.transform = nil
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monster.position = Vector3f.new(0, 0, 0);
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monster.name = "Large Monster";
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@@ -177,52 +179,125 @@ function large_monster.init_dynamic_UI(monster)
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end
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end
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local enemy_character_base_type = sdk.find_type_definition("snow.enemy.EnemyCharacterBase")
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local physical_param_field = enemy_character_base_type:get_field("<PhysicalParam>k__BackingField");
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local status_param_field = enemy_character_base_type:get_field("<StatusParam>k__BackingField")
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local stamina_param_field = enemy_character_base_type:get_field("<StaminaParam>k__BackingField")
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local anger_param_field = enemy_character_base_type:get_field("<AngerParam>k__BackingField")
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local physical_param_type = physical_param_field:get_type()
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local get_vital_method = physical_param_type:get_method("getVital")
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local get_capture_hp_vital_method = physical_param_type:get_method("get_CaptureHpVital")
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local vital_list_field = physical_param_type:get_field("_VitalList")
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local vital_param_type = get_vital_method:get_return_type()
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local get_current_method = vital_param_type:get_method("get_Current")
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local get_max_method = vital_param_type:get_method("get_Max")
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local stamina_param_type = stamina_param_field:get_type()
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local get_stamina_method = stamina_param_type:get_method("getStamina")
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local get_max_stamina_method = stamina_param_type:get_method("getMaxStamina")
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local anger_param_type = anger_param_field:get_type()
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local is_anger_method = anger_param_type:get_method("isAnger")
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local get_anger_point_method = anger_param_type:get_method("get_AngerPoint")
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local get_limit_anger_method = anger_param_type:get_method("get_LimitAnger")
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local anger_param_get_timer_method = anger_param_type:get_method("get_Timer")
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local get_timer_anger_method = anger_param_type:get_method("get_TimerAnger")
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local get_count_anger_method = anger_param_type:get_method("get_CountAnger")
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local get_gameobject_method = sdk.find_type_definition("via.Component"):get_method("get_GameObject")
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local get_transform_method = sdk.find_type_definition("via.GameObject"):get_method("get_Transform")
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local get_position_method = sdk.find_type_definition("via.Transform"):get_method("get_Position")
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function large_monster.update_position(enemy)
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if not config.current_config.large_monster_UI.enabled then
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return;
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end
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local monster = large_monster.get_monster(enemy);
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if not monster then return end
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-- cache off the game object and transform
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-- as these are pretty much guaranteed to stay constant
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-- as long as the enemy is alive
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if monster.game_object == nil then
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monster.game_object = get_gameobject_method:call(enemy)
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if monster.game_object == nil then
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customization_menu.status = "No enemy game object";
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return;
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end
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end
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if monster.transform == nil then
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monster.transform = get_transform_method:call(monster.game_object)
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if monster.transform == nil then
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customization_menu.status = "No enemy transform";
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return;
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end
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end
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local position = get_position_method:call(monster.transform)
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if not position then
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customization_menu.status = "No enemy position";
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return;
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end
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if position ~= nil then
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monster.position = position;
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end
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end
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function large_monster.update(enemy)
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if not config.current_config.large_monster_UI.enabled then
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return;
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end
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if enemy == nil then
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return;
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end
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local monster = large_monster.get_monster(enemy);
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local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
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local physical_param = physical_param_field:get_data(enemy)
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if physical_param == nil then
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customization_menu.status = "No physical param";
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return;
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end
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local vital_param = physical_param:call("getVital", 0, 0);
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local vital_param = get_vital_method:call(physical_param, 0, 0);
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if vital_param == nil then
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customization_menu.status = "No vital param";
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return;
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end
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local health = vital_param:call("get_Current");
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local max_health = vital_param:call("get_Max");
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local capture_health = physical_param:call("get_CaptureHpVital");
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local health = get_current_method:call(vital_param)
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local max_health = get_max_method:call(vital_param)
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local capture_health = get_capture_hp_vital_method:call(physical_param)
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local stamina_param = enemy:get_field("<StaminaParam>k__BackingField");
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local stamina_param = stamina_param_field:get_data(enemy)
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if stamina_param == nil then
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customization_menu.status = "No stamina param";
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return;
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end
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local stamina = stamina_param:call("getStamina");
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local max_stamina = stamina_param:call("getMaxStamina");
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local stamina = get_stamina_method:call(stamina_param)
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local max_stamina = get_max_stamina_method:call(stamina_param)
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local anger_param = enemy:get_field("<AngerParam>k__BackingField");
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local anger_param = anger_param_field:get_data(enemy)
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if anger_param == nil then
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customization_menu.status = "No anger param";
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return;
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end
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local is_in_rage = anger_param:call("isAnger");
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local rage_point = anger_param:call("get_AngerPoint");
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local rage_limit = anger_param:call("get_LimitAnger");
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local rage_timer = anger_param:call("get_Timer");
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local rage_duration = anger_param:call("get_TimerAnger");
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local rage_count = anger_param:call("get_CountAnger");
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local is_in_rage = is_anger_method:call(anger_param)
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local rage_point = get_anger_point_method:call(anger_param)
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local rage_limit = get_limit_anger_method:call(anger_param)
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local rage_timer = anger_param_get_timer_method:call(anger_param)
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local rage_duration = get_timer_anger_method:call(anger_param)
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local rage_count = get_count_anger_method:call(anger_param)
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local vital_list = physical_param:get_field("_VitalList");
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local vital_list = vital_list_field:get_data(physical_param)
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if vital_list == nil then
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customization_menu.status = "No vital list";
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return;
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@@ -290,23 +365,7 @@ function large_monster.update(enemy)
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::continue::
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end
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local enemy_game_object = enemy:call("get_GameObject");
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if enemy_game_object == nil then
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customization_menu.status = "No enemy game object";
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return;
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end
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local enemy_transform = enemy_game_object:call("get_Transform");
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if enemy_transform == nil then
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customization_menu.status = "No enemy transform";
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return;
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end
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local position = enemy_transform:call("get_Position");
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if not position then
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customization_menu.status = "No enemy position";
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return;
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end
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large_monster.update_position(enemy);
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if health ~= nil then
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monster.health = health;
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@@ -327,10 +386,6 @@ function large_monster.update(enemy)
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end
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end
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if position ~= nil then
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monster.position = position;
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end
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if stamina ~= nil then
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monster.stamina = stamina;
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end
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@@ -11,17 +11,100 @@ end, function(retval)
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return retval;
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end);
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local is_boss_enemy_method = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"):get_method("get_isBossEnemy");
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local tick_count = 0
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local last_update_tick = 0
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local recorded_monsters = {}
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local updated_monsters = {}
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local known_big_monsters = {}
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local num_known_monsters = 0
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local num_updated_monsters = 0
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local updates_this_tick = 0
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local MAX_UPDATES_PER_TICK = 2
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-- run every tick to keep track of msonsters
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-- whenever we've updated enough monsters to surpass how many we've seen,
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-- we reset and start over
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-- this allows us to only update N monsters per tick to save on performance
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-- the reason for this is that the hooks on all the monsters' update functions
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-- causes a HUGE performance hit (adds ~3+ ms to UpdateBehavior and frame time)
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re.on_pre_application_entry("UpdateBehavior", function()
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tick_count = tick_count + 1
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updates_this_tick = 0
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if num_known_monsters ~= 0 and
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num_updated_monsters >= num_known_monsters or
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tick_count >= num_known_monsters * 2
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then
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recorded_monsters = {}
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updated_monsters = {}
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known_big_monsters = {}
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last_update_tick = 0
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tick_count = 0
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num_known_monsters = 0
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num_updated_monsters = 0
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updates_this_tick = 0
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end
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end)
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function monster.update_monster(enemy)
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if enemy == nil then
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return;
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end
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local is_large = enemy:call("get_isBossEnemy");
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if not recorded_monsters[enemy] then
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num_known_monsters = num_known_monsters + 1
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recorded_monsters[enemy] = true
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end
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-- saves on a method call.
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if not known_big_monsters[enemy] then
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known_big_monsters[enemy] = is_boss_enemy_method:call(enemy);
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end
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local is_large = known_big_monsters[enemy];
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if is_large == nil then
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return;
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end
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if updated_monsters[enemy] then
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-- this is the VERY LEAST thing we should do all the time
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-- so the position doesn't lag all over the place
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-- due to how infrequently we update the monster(s).
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if is_large then
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large_monster.update_position(enemy);
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else
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small_monster.update_position(enemy);
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end
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return
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end
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-- only updates N monsters per tick to increase performance
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if tick_count == last_update_tick then
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if updates_this_tick >= MAX_UPDATES_PER_TICK then
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-- this is the VERY LEAST thing we should do all the time
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-- so the position doesn't lag all over the place
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-- due to how infrequently we update the monster(s).
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if is_large then
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large_monster.update_position(enemy);
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else
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small_monster.update_position(enemy);
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end
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return
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end
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end
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updates_this_tick = updates_this_tick + 1;
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last_update_tick = tick_count;
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num_updated_monsters = num_updated_monsters + 1;
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updated_monsters[enemy] = true;
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-- actually update the enemy now. we don't do this very often
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-- due to how much CPU time it takes to update each monster.
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if is_large then
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large_monster.update(enemy);
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else
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@@ -25,7 +25,10 @@ function small_monster.new(enemy)
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monster.stamina_percentage = 0;
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monster.missing_stamina = 0;
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monster.game_object = nil
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monster.transform = nil
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monster.position = Vector3f.new(0, 0, 0);
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monster.name = "Small Monster";
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small_monster.init(monster, enemy);
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@@ -77,60 +80,106 @@ function small_monster.init_UI(monster)
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);
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end
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local enemy_character_base_type = sdk.find_type_definition("snow.enemy.EnemyCharacterBase")
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local physical_param_field = enemy_character_base_type:get_field("<PhysicalParam>k__BackingField");
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local status_param_field = enemy_character_base_type:get_field("<StatusParam>k__BackingField")
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local stamina_param_field = enemy_character_base_type:get_field("<StaminaParam>k__BackingField")
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local physical_param_type = physical_param_field:get_type()
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local get_vital_method = physical_param_type:get_method("getVital")
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local get_capture_hp_vital_method = physical_param_type:get_method("get_CaptureHpVital")
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local vital_param_type = get_vital_method:get_return_type()
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local get_current_method = vital_param_type:get_method("get_Current")
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local get_max_method = vital_param_type:get_method("get_Max")
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local stamina_param_type = stamina_param_field:get_type()
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local get_stamina_method = stamina_param_type:get_method("getStamina")
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local get_max_stamina_method = stamina_param_type:get_method("getMaxStamina")
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local get_gameobject_method = sdk.find_type_definition("via.Component"):get_method("get_GameObject")
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local get_transform_method = sdk.find_type_definition("via.GameObject"):get_method("get_Transform")
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local get_position_method = sdk.find_type_definition("via.Transform"):get_method("get_Position")
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function small_monster.update_position(enemy)
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if not config.current_config.small_monster_UI.enabled then
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return;
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end
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local monster = small_monster.get_monster(enemy);
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if not monster then return end
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-- cache off the game object and transform
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-- as these are pretty much guaranteed to stay constant
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-- as long as the enemy is alive
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if monster.game_object == nil then
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monster.game_object = get_gameobject_method:call(enemy)
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if monster.game_object == nil then
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customization_menu.status = "No enemy game object";
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return;
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end
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end
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if monster.transform == nil then
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monster.transform = get_transform_method:call(monster.game_object)
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if monster.transform == nil then
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customization_menu.status = "No enemy transform";
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return;
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end
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end
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local position = get_position_method:call(monster.transform)
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if not position then
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customization_menu.status = "No enemy position";
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return;
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end
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if position ~= nil then
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monster.position = position;
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end
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end
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function small_monster.update(enemy)
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if enemy == nil then
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return;
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end
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local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
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if not config.current_config.small_monster_UI.enabled then
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return;
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end
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local physical_param = physical_param_field:get_data(enemy)
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if physical_param == nil then
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customization_menu.status = "No physical param";
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return;
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end
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local status_param = enemy:get_field("<StatusParam>k__BackingField");
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local status_param = status_param_field:get_data(enemy)
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if status_param == nil then
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customization_menu.status = "No status param";
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return;
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end
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local stamina_param = enemy:get_field("<StaminaParam>k__BackingField");
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local stamina_param = stamina_param_field:get_data(enemy)
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if stamina_param == nil then
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customization_menu.status = "No stamina param";
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return;
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end
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local vital_param = physical_param:call("getVital", 0, 0);
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local vital_param = get_vital_method:call(physical_param, 0, 0);
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if vital_param == nil then
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customization_menu.status = "No vital param";
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return;
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end
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local health = vital_param:call("get_Current");
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local max_health = vital_param:call("get_Max");
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local capture_health = physical_param:call("get_CaptureHpVital");
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local health = get_current_method:call(vital_param)
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local max_health = get_max_method:call(vital_param)
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local capture_health = get_capture_hp_vital_method:call(physical_param)
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local stamina = stamina_param:call("getStamina");
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local max_stamina = stamina_param:call("getMaxStamina");
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local stamina = get_stamina_method:call(stamina_param)
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local max_stamina = get_max_stamina_method:call(stamina_param)
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local enemy_game_object = enemy:call("get_GameObject");
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if enemy_game_object == nil then
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customization_menu.status = "No enemy game object";
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return;
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end
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local enemy_transform = enemy_game_object:call("get_Transform");
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if enemy_transform == nil then
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customization_menu.status = "No enemy transform";
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return;
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end
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local position = enemy_transform:call("get_Position");
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if not position then
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customization_menu.status = "No enemy position";
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return;
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end
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small_monster.update_position(enemy)
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local monster = small_monster.get_monster(enemy);
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@@ -153,10 +202,6 @@ function small_monster.update(enemy)
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end
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end
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if position ~= nil then
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monster.position = position;
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end
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if stamina ~= nil then
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monster.stamina = stamina;
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end
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Block a user