Fixed caching of new WorldData locations#2586
Merged
KABoissonneault merged 1 commit intoInterkarma:masterfrom Feb 19, 2024
Merged
Fixed caching of new WorldData locations#2586KABoissonneault merged 1 commit intoInterkarma:masterfrom
KABoissonneault merged 1 commit intoInterkarma:masterfrom
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…mod locations but no loose file locations
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Gah, stupid logic screw up on my part. The second assignment should have been |= and that's the fix I'd have made. Your fix does make it a bit clearer though. Thumbs up from me for merging. BTW If you see anything like this in my DFU code in future please feel free to just let me know and I will deal with it. (slower maybe tho) While I appreciate the fix and the long explanation, I think you can probably use your time better. |
ajrb
approved these changes
Feb 18, 2024
numidium
approved these changes
Feb 19, 2024
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Before the change, the logic for whether to cache the result of
WorldDataReplacement.GetDFRegionAdditionalLocationDatawas as follows:AddLocationToRegionpretty much always returns true. Therefore, if we have any loose files,successis assigned true in the first loop, and the second loop will dosuccess = true & true, andsuccesswill stay true.If we do not have any loose files,
successstays false, and the second loop will dosuccess = false & true, makingsuccessfalse.This means setups where a region has new locations in packed mods but not locations in loose files always fail to cache the result, resulting in poor performance and log spam. This process is called each time a map pixel is loaded.
How to repro:
betony restored.dfmodin a release build (editor builds never cache results, so that doesn't change)locationnew-*-19.json(new betony locations)With this change, I changed the logic to
We still only cache if no errors occur in the process, but at least we don't need to go through loose files to start as true.