First attempt to reduce load time of player deck selection screens.
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that get flushed when you quit the game. The initial load time will be significant as lazy loading has not been coded yet for the ai decks. TODO: lazy load the player and ai decks as they appear on the screen. Currently, each screen loads all decks.
This commit is contained in:
@@ -1,60 +1,132 @@
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#include "PrecompiledHeader.h"
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#include "DeckManager.h"
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#include "Player.h"
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#include <JRenderer.h>
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void DeckManager::updateMetaDataList(vector<DeckMetaData *> * refList, bool isAI)
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{
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if (refList)
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{
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vector<DeckMetaData *> * inputList = isAI ? &aiDeckOrderList : &playerDeckOrderList;
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inputList->clear();
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inputList->assign(refList->begin(), refList -> end());
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}
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}
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vector<DeckMetaData *> * DeckManager::getPlayerDeckOrderList()
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{
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return &playerDeckOrderList;
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}
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vector<DeckMetaData *> * DeckManager::getAIDeckOrderList()
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{
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return &aiDeckOrderList;
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}
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DeckManager * DeckManager::mInstance = NULL;
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bool DeckManager::instanceFlag = false;
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void DeckManager::EndInstance()
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{
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if (mInstance)
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{
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mInstance->aiDeckOrderList.clear();
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mInstance->playerDeckOrderList.clear();
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SAFE_DELETE( mInstance );
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}
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}
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DeckManager* DeckManager::GetInstance()
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{
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if (!instanceFlag)
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{
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mInstance = NEW DeckManager();
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instanceFlag = true;
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}
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return mInstance;
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}
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// p1 is assumed to be the player you want stats for
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// p2 is the opponent
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int DeckManager::getDifficultyRating(Player *statsPlayer, Player *player)
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{
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DeckMetaDataList * metas = DeckMetaDataList::decksMetaData;
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DeckMetaData *meta = metas->get(player->deckFile, statsPlayer);
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return meta->getDifficulty();
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}
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#include "PrecompiledHeader.h"
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#include "DeckManager.h"
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#include "Player.h"
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#include <JRenderer.h>
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void DeckManager::updateMetaDataList(vector<DeckMetaData *> * refList, bool isAI)
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{
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if (refList)
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{
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vector<DeckMetaData *> * inputList = isAI ? &aiDeckOrderList : &playerDeckOrderList;
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inputList->clear();
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inputList->assign(refList->begin(), refList -> end());
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}
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}
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vector<DeckMetaData *> * DeckManager::getPlayerDeckOrderList()
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{
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return &playerDeckOrderList;
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}
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vector<DeckMetaData *> * DeckManager::getAIDeckOrderList()
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{
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return &aiDeckOrderList;
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}
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DeckMetaData * DeckManager::getDeckMetaDataById( int deckId, bool isAI )
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{
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DeckMetaData* currentDeck = NULL;
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vector<DeckMetaData *>::iterator currentPos, end;
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if ( isAI )
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{
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currentPos = aiDeckOrderList.begin();
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end = aiDeckOrderList.end();
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}
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else
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{
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currentPos = playerDeckOrderList.begin();
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end = playerDeckOrderList.end();
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}
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for (; currentPos != end; ++currentPos)
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{
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currentDeck = *currentPos;
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if (currentDeck->getDeckId() == deckId )
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return currentDeck;
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}
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return NULL;
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}
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StatsWrapper * DeckManager::getExtendedStatsForDeckId( int deckId, MTGAllCards *collection, bool isAI )
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{
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DeckMetaData *selectedDeck = getDeckMetaDataById( deckId, isAI );
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return getExtendedDeckStats( selectedDeck, collection, isAI);
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}
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StatsWrapper * DeckManager::getExtendedDeckStats( DeckMetaData *selectedDeck, MTGAllCards *collection, bool isAI )
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{
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StatsWrapper * stats = NULL;
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map<string, StatsWrapper *> *statsMap = NULL;
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string deckName = selectedDeck->getFilename();
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int deckId = selectedDeck->getDeckId();
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if (isAI)
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statsMap = &aiDeckStatsMap;
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else
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statsMap = &playerDeckStatsMap;
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if (statsMap->empty() || (statsMap->find(deckName) == statsMap->end()))
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{
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stats = NEW StatsWrapper(deckId);
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stats->updateStats( deckName, collection);
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statsMap->insert( make_pair( deckName, stats));
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}
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stats = statsMap->find(deckName) ->second;
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return stats;
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}
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DeckManager * DeckManager::mInstance = NULL;
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bool DeckManager::instanceFlag = false;
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void DeckManager::EndInstance()
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{
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if (mInstance)
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{
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mInstance->aiDeckOrderList.clear();
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mInstance->playerDeckOrderList.clear();
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map<string, StatsWrapper *>::iterator it;
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for (it = mInstance->aiDeckStatsMap.begin(); it != mInstance->aiDeckStatsMap.end(); it++){
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SAFE_DELETE(it->second);
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}
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for (it = mInstance->playerDeckStatsMap.begin(); it != mInstance->playerDeckStatsMap.end(); it++){
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SAFE_DELETE(it->second);
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}
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mInstance->aiDeckStatsMap.clear();
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mInstance->playerDeckStatsMap.clear();
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SAFE_DELETE( mInstance );
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}
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}
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DeckManager* DeckManager::GetInstance()
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{
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if (!instanceFlag)
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{
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mInstance = NEW DeckManager();
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instanceFlag = true;
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}
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return mInstance;
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}
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// p1 is assumed to be the player you want stats for
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// p2 is the opponent
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int DeckManager::getDifficultyRating(Player *statsPlayer, Player *player)
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{
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DeckMetaDataList * metas = DeckMetaDataList::decksMetaData;
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DeckMetaData *meta = metas->get(player->deckFile, statsPlayer);
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return meta->getDifficulty();
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}
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DeckManager::~DeckManager()
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{
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instanceFlag = false;
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}
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