Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.

This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file.  This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically.  Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.

While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
This commit is contained in:
wrenczes@gmail.com
2011-01-30 13:06:21 +00:00
parent ebc7f93682
commit 6675a7da31
16 changed files with 221 additions and 168 deletions

View File

@@ -192,11 +192,13 @@ void GameStateMenu::fillScroller()
char buff2[512];
DeckStats * stats = DeckStats::GetInstance();
vector<DeckMetaData *> playerDecks = getValidDeckMetaData(options.profileFile(), "", NULL, 6);
vector<DeckMetaData *> playerDecks = BuildDeckList(options.profileFile(), "", NULL, 6);
int totalGames = 0;
for (size_t j = 0; j < playerDecks.size(); j++)
{
DeckMetaData* meta = playerDecks[j];
if (meta)
meta->LoadStats();
sprintf(buffer, "stats/player_deck%i.txt", meta->getDeckId());
string deckstats = options.profileFile(buffer);
if (fileExists(deckstats.c_str()))