Initial performance improvements

This commit is contained in:
praydog
2022-02-07 06:15:03 -08:00
parent 9298c94b1d
commit 4496dd8110
3 changed files with 253 additions and 70 deletions

View File

@@ -41,6 +41,8 @@ function large_monster.new(enemy)
monster.rage_seconds_left = 0;
monster.rage_timer_percentage = 0;
monster.game_object = nil
monster.transform = nil
monster.position = Vector3f.new(0, 0, 0);
monster.name = "Large Monster";
@@ -177,52 +179,125 @@ function large_monster.init_dynamic_UI(monster)
end
end
local enemy_character_base_type = sdk.find_type_definition("snow.enemy.EnemyCharacterBase")
local physical_param_field = enemy_character_base_type:get_field("<PhysicalParam>k__BackingField");
local status_param_field = enemy_character_base_type:get_field("<StatusParam>k__BackingField")
local stamina_param_field = enemy_character_base_type:get_field("<StaminaParam>k__BackingField")
local anger_param_field = enemy_character_base_type:get_field("<AngerParam>k__BackingField")
local physical_param_type = physical_param_field:get_type()
local get_vital_method = physical_param_type:get_method("getVital")
local get_capture_hp_vital_method = physical_param_type:get_method("get_CaptureHpVital")
local vital_list_field = physical_param_type:get_field("_VitalList")
local vital_param_type = get_vital_method:get_return_type()
local get_current_method = vital_param_type:get_method("get_Current")
local get_max_method = vital_param_type:get_method("get_Max")
local stamina_param_type = stamina_param_field:get_type()
local get_stamina_method = stamina_param_type:get_method("getStamina")
local get_max_stamina_method = stamina_param_type:get_method("getMaxStamina")
local anger_param_type = anger_param_field:get_type()
local is_anger_method = anger_param_type:get_method("isAnger")
local get_anger_point_method = anger_param_type:get_method("get_AngerPoint")
local get_limit_anger_method = anger_param_type:get_method("get_LimitAnger")
local anger_param_get_timer_method = anger_param_type:get_method("get_Timer")
local get_timer_anger_method = anger_param_type:get_method("get_TimerAnger")
local get_count_anger_method = anger_param_type:get_method("get_CountAnger")
local get_gameobject_method = sdk.find_type_definition("via.Component"):get_method("get_GameObject")
local get_transform_method = sdk.find_type_definition("via.GameObject"):get_method("get_Transform")
local get_position_method = sdk.find_type_definition("via.Transform"):get_method("get_Position")
function large_monster.update_position(enemy)
if not config.current_config.large_monster_UI.enabled then
return;
end
local monster = large_monster.get_monster(enemy);
if not monster then return end
-- cache off the game object and transform
-- as these are pretty much guaranteed to stay constant
-- as long as the enemy is alive
if monster.game_object == nil then
monster.game_object = get_gameobject_method:call(enemy)
if monster.game_object == nil then
customization_menu.status = "No enemy game object";
return;
end
end
if monster.transform == nil then
monster.transform = get_transform_method:call(monster.game_object)
if monster.transform == nil then
customization_menu.status = "No enemy transform";
return;
end
end
local position = get_position_method:call(monster.transform)
if not position then
customization_menu.status = "No enemy position";
return;
end
if position ~= nil then
monster.position = position;
end
end
function large_monster.update(enemy)
if not config.current_config.large_monster_UI.enabled then
return;
end
if enemy == nil then
return;
end
local monster = large_monster.get_monster(enemy);
local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
local physical_param = physical_param_field:get_data(enemy)
if physical_param == nil then
customization_menu.status = "No physical param";
return;
end
local vital_param = physical_param:call("getVital", 0, 0);
local vital_param = get_vital_method:call(physical_param, 0, 0);
if vital_param == nil then
customization_menu.status = "No vital param";
return;
end
local health = vital_param:call("get_Current");
local max_health = vital_param:call("get_Max");
local capture_health = physical_param:call("get_CaptureHpVital");
local health = get_current_method:call(vital_param)
local max_health = get_max_method:call(vital_param)
local capture_health = get_capture_hp_vital_method:call(physical_param)
local stamina_param = enemy:get_field("<StaminaParam>k__BackingField");
local stamina_param = stamina_param_field:get_data(enemy)
if stamina_param == nil then
customization_menu.status = "No stamina param";
return;
end
local stamina = stamina_param:call("getStamina");
local max_stamina = stamina_param:call("getMaxStamina");
local stamina = get_stamina_method:call(stamina_param)
local max_stamina = get_max_stamina_method:call(stamina_param)
local anger_param = enemy:get_field("<AngerParam>k__BackingField");
local anger_param = anger_param_field:get_data(enemy)
if anger_param == nil then
customization_menu.status = "No anger param";
return;
end
local is_in_rage = anger_param:call("isAnger");
local rage_point = anger_param:call("get_AngerPoint");
local rage_limit = anger_param:call("get_LimitAnger");
local rage_timer = anger_param:call("get_Timer");
local rage_duration = anger_param:call("get_TimerAnger");
local rage_count = anger_param:call("get_CountAnger");
local is_in_rage = is_anger_method:call(anger_param)
local rage_point = get_anger_point_method:call(anger_param)
local rage_limit = get_limit_anger_method:call(anger_param)
local rage_timer = anger_param_get_timer_method:call(anger_param)
local rage_duration = get_timer_anger_method:call(anger_param)
local rage_count = get_count_anger_method:call(anger_param)
local vital_list = physical_param:get_field("_VitalList");
local vital_list = vital_list_field:get_data(physical_param)
if vital_list == nil then
customization_menu.status = "No vital list";
return;
@@ -290,23 +365,7 @@ function large_monster.update(enemy)
::continue::
end
local enemy_game_object = enemy:call("get_GameObject");
if enemy_game_object == nil then
customization_menu.status = "No enemy game object";
return;
end
local enemy_transform = enemy_game_object:call("get_Transform");
if enemy_transform == nil then
customization_menu.status = "No enemy transform";
return;
end
local position = enemy_transform:call("get_Position");
if not position then
customization_menu.status = "No enemy position";
return;
end
large_monster.update_position(enemy);
if health ~= nil then
monster.health = health;
@@ -327,10 +386,6 @@ function large_monster.update(enemy)
end
end
if position ~= nil then
monster.position = position;
end
if stamina ~= nil then
monster.stamina = stamina;
end

View File

@@ -11,17 +11,100 @@ end, function(retval)
return retval;
end);
local is_boss_enemy_method = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"):get_method("get_isBossEnemy");
local tick_count = 0
local last_update_tick = 0
local recorded_monsters = {}
local updated_monsters = {}
local known_big_monsters = {}
local num_known_monsters = 0
local num_updated_monsters = 0
local updates_this_tick = 0
local MAX_UPDATES_PER_TICK = 2
-- run every tick to keep track of msonsters
-- whenever we've updated enough monsters to surpass how many we've seen,
-- we reset and start over
-- this allows us to only update N monsters per tick to save on performance
-- the reason for this is that the hooks on all the monsters' update functions
-- causes a HUGE performance hit (adds ~3+ ms to UpdateBehavior and frame time)
re.on_pre_application_entry("UpdateBehavior", function()
tick_count = tick_count + 1
updates_this_tick = 0
if num_known_monsters ~= 0 and
num_updated_monsters >= num_known_monsters or
tick_count >= num_known_monsters * 2
then
recorded_monsters = {}
updated_monsters = {}
known_big_monsters = {}
last_update_tick = 0
tick_count = 0
num_known_monsters = 0
num_updated_monsters = 0
updates_this_tick = 0
end
end)
function monster.update_monster(enemy)
if enemy == nil then
return;
end
local is_large = enemy:call("get_isBossEnemy");
if not recorded_monsters[enemy] then
num_known_monsters = num_known_monsters + 1
recorded_monsters[enemy] = true
end
-- saves on a method call.
if not known_big_monsters[enemy] then
known_big_monsters[enemy] = is_boss_enemy_method:call(enemy);
end
local is_large = known_big_monsters[enemy];
if is_large == nil then
return;
end
if updated_monsters[enemy] then
-- this is the VERY LEAST thing we should do all the time
-- so the position doesn't lag all over the place
-- due to how infrequently we update the monster(s).
if is_large then
large_monster.update_position(enemy);
else
small_monster.update_position(enemy);
end
return
end
-- only updates N monsters per tick to increase performance
if tick_count == last_update_tick then
if updates_this_tick >= MAX_UPDATES_PER_TICK then
-- this is the VERY LEAST thing we should do all the time
-- so the position doesn't lag all over the place
-- due to how infrequently we update the monster(s).
if is_large then
large_monster.update_position(enemy);
else
small_monster.update_position(enemy);
end
return
end
end
updates_this_tick = updates_this_tick + 1;
last_update_tick = tick_count;
num_updated_monsters = num_updated_monsters + 1;
updated_monsters[enemy] = true;
-- actually update the enemy now. we don't do this very often
-- due to how much CPU time it takes to update each monster.
if is_large then
large_monster.update(enemy);
else

View File

@@ -25,7 +25,10 @@ function small_monster.new(enemy)
monster.stamina_percentage = 0;
monster.missing_stamina = 0;
monster.game_object = nil
monster.transform = nil
monster.position = Vector3f.new(0, 0, 0);
monster.name = "Small Monster";
small_monster.init(monster, enemy);
@@ -77,60 +80,106 @@ function small_monster.init_UI(monster)
);
end
local enemy_character_base_type = sdk.find_type_definition("snow.enemy.EnemyCharacterBase")
local physical_param_field = enemy_character_base_type:get_field("<PhysicalParam>k__BackingField");
local status_param_field = enemy_character_base_type:get_field("<StatusParam>k__BackingField")
local stamina_param_field = enemy_character_base_type:get_field("<StaminaParam>k__BackingField")
local physical_param_type = physical_param_field:get_type()
local get_vital_method = physical_param_type:get_method("getVital")
local get_capture_hp_vital_method = physical_param_type:get_method("get_CaptureHpVital")
local vital_param_type = get_vital_method:get_return_type()
local get_current_method = vital_param_type:get_method("get_Current")
local get_max_method = vital_param_type:get_method("get_Max")
local stamina_param_type = stamina_param_field:get_type()
local get_stamina_method = stamina_param_type:get_method("getStamina")
local get_max_stamina_method = stamina_param_type:get_method("getMaxStamina")
local get_gameobject_method = sdk.find_type_definition("via.Component"):get_method("get_GameObject")
local get_transform_method = sdk.find_type_definition("via.GameObject"):get_method("get_Transform")
local get_position_method = sdk.find_type_definition("via.Transform"):get_method("get_Position")
function small_monster.update_position(enemy)
if not config.current_config.small_monster_UI.enabled then
return;
end
local monster = small_monster.get_monster(enemy);
if not monster then return end
-- cache off the game object and transform
-- as these are pretty much guaranteed to stay constant
-- as long as the enemy is alive
if monster.game_object == nil then
monster.game_object = get_gameobject_method:call(enemy)
if monster.game_object == nil then
customization_menu.status = "No enemy game object";
return;
end
end
if monster.transform == nil then
monster.transform = get_transform_method:call(monster.game_object)
if monster.transform == nil then
customization_menu.status = "No enemy transform";
return;
end
end
local position = get_position_method:call(monster.transform)
if not position then
customization_menu.status = "No enemy position";
return;
end
if position ~= nil then
monster.position = position;
end
end
function small_monster.update(enemy)
if enemy == nil then
return;
end
local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
if not config.current_config.small_monster_UI.enabled then
return;
end
local physical_param = physical_param_field:get_data(enemy)
if physical_param == nil then
customization_menu.status = "No physical param";
return;
end
local status_param = enemy:get_field("<StatusParam>k__BackingField");
local status_param = status_param_field:get_data(enemy)
if status_param == nil then
customization_menu.status = "No status param";
return;
end
local stamina_param = enemy:get_field("<StaminaParam>k__BackingField");
local stamina_param = stamina_param_field:get_data(enemy)
if stamina_param == nil then
customization_menu.status = "No stamina param";
return;
end
local vital_param = physical_param:call("getVital", 0, 0);
local vital_param = get_vital_method:call(physical_param, 0, 0);
if vital_param == nil then
customization_menu.status = "No vital param";
return;
end
local health = vital_param:call("get_Current");
local max_health = vital_param:call("get_Max");
local capture_health = physical_param:call("get_CaptureHpVital");
local health = get_current_method:call(vital_param)
local max_health = get_max_method:call(vital_param)
local capture_health = get_capture_hp_vital_method:call(physical_param)
local stamina = stamina_param:call("getStamina");
local max_stamina = stamina_param:call("getMaxStamina");
local stamina = get_stamina_method:call(stamina_param)
local max_stamina = get_max_stamina_method:call(stamina_param)
local enemy_game_object = enemy:call("get_GameObject");
if enemy_game_object == nil then
customization_menu.status = "No enemy game object";
return;
end
local enemy_transform = enemy_game_object:call("get_Transform");
if enemy_transform == nil then
customization_menu.status = "No enemy transform";
return;
end
local position = enemy_transform:call("get_Position");
if not position then
customization_menu.status = "No enemy position";
return;
end
small_monster.update_position(enemy)
local monster = small_monster.get_monster(enemy);
@@ -153,10 +202,6 @@ function small_monster.update(enemy)
end
end
if position ~= nil then
monster.position = position;
end
if stamina ~= nil then
monster.stamina = stamina;
end