Change levelstats data type from vector to map

As described in #1016, there used to be a bug that inflated
levelstats.vvv in 2.3, which was fixed in 2.4, but there was no way
for inflated files to get smaller yet.

This commit changes the storage of levelstats from a std::vector of
structs to a std::map, so that uniqueness is guaranteed and thus the
stats can be optimized automatically. And it also simplifies *and*
optimizes the code that handles the levelstats - no more big loops that
iterated over every element to find the matching level.
(Farewell to the "life optimisation and all that" comment, too)

I tested this with both my own levelstats.vvv, as well as some inflated
ones (including Balneor's 93 MB one) and saw this code correctly reduce
the filesize and speed up the levels list.

Fixes #1016.
This commit is contained in:
Dav999 2023-10-25 04:05:23 +02:00 committed by Misa Elizabeth Kai
parent 82240d262b
commit e0e902d717
2 changed files with 67 additions and 83 deletions

View File

@ -423,29 +423,9 @@ void Game::updatecustomlevelstats(std::string clevel, int cscore)
{
clevel = clevel.substr(7);
}
int tvar=-1;
for(size_t j=0; j<customlevelstats.size(); j++)
if (customlevelstats.count(clevel) == 0 || cscore > customlevelstats[clevel])
{
if(clevel==customlevelstats[j].name)
{
tvar=j;
break;
}
}
if(tvar>=0)
{
// We have an existing entry
// Don't update it unless it's a higher score
if (cscore > customlevelstats[tvar].score)
{
customlevelstats[tvar].score=cscore;
}
}
else
{
//add a new entry
CustomLevelStat levelstat = {clevel, cscore};
customlevelstats.push_back(levelstat);
customlevelstats[clevel] = cscore;
}
savecustomlevelstats();
}
@ -526,21 +506,40 @@ void Game::loadcustomlevelstats(void)
if (SDL_strcmp(pKey, "stats") == 0)
{
bool file_has_duplicates = false;
for (tinyxml2::XMLElement* stat_el = pElem->FirstChildElement(); stat_el; stat_el = stat_el->NextSiblingElement())
{
CustomLevelStat stat = {};
int score = 0;
std::string name;
if (stat_el->GetText() != NULL)
{
stat.score = help.Int(stat_el->GetText());
score = help.Int(stat_el->GetText());
}
if (stat_el->Attribute("name"))
{
stat.name = stat_el->Attribute("name");
name = stat_el->Attribute("name");
}
customlevelstats.push_back(stat);
int existing = customlevelstats.count(name);
if (existing > 0)
{
file_has_duplicates = true;
}
if (existing == 0 || score > customlevelstats[name])
{
customlevelstats[name] = score;
}
}
if (file_has_duplicates)
{
/* This might be really inflated, so simply save the map we have now,
* so we don't have to keep loading a 90 MB file. */
savecustomlevelstats();
}
return;
@ -590,8 +589,13 @@ void Game::loadcustomlevelstats(void)
// If the two arrays happen to differ in length, just go with the smallest one
for (size_t i = 0; i < SDL_min(customlevelnames.size(), customlevelscores.size()); i++)
{
CustomLevelStat stat = {customlevelnames[i], customlevelscores[i]};
customlevelstats.push_back(stat);
const std::string& name = customlevelnames[i];
const int score = customlevelscores[i];
if (customlevelstats.count(name) == 0 || score > customlevelstats[name])
{
customlevelstats[name] = score;
}
}
}
@ -622,29 +626,25 @@ void Game::savecustomlevelstats(void)
xml::update_tag(msgs, "numcustomlevelstats", numcustomlevelstats);
std::string customlevelscorestr;
for(int i = 0; i < numcustomlevelstats; i++ )
std::string customlevelstatsstr;
std::map<std::string, int>::iterator iter;
for (iter = customlevelstats.begin(); iter != customlevelstats.end(); iter++)
{
customlevelscorestr += help.String(customlevelstats[i].score) + ",";
customlevelscorestr += help.String(iter->second) + ",";
customlevelstatsstr += iter->first + "|";
}
xml::update_tag(msgs, "customlevelscore", customlevelscorestr.c_str());
std::string customlevelstatsstr;
for(int i = 0; i < numcustomlevelstats; i++ )
{
customlevelstatsstr += customlevelstats[i].name + "|";
}
xml::update_tag(msgs, "customlevelstats", customlevelstatsstr.c_str());
// New system
tinyxml2::XMLElement* msg = xml::update_element_delete_contents(msgs, "stats");
tinyxml2::XMLElement* stat_el;
for (size_t i = 0; i < customlevelstats.size(); i++)
for (iter = customlevelstats.begin(); iter != customlevelstats.end(); iter++)
{
stat_el = doc.NewElement("stat");
CustomLevelStat& stat = customlevelstats[i];
stat_el->SetAttribute("name", stat.name.c_str());
stat_el->LinkEndChild(doc.NewText(help.String(stat.score).c_str()));
stat_el->SetAttribute("name", iter->first.c_str());
stat_el->LinkEndChild(doc.NewText(help.String(iter->second).c_str()));
msg->LinkEndChild(stat_el);
}
@ -6228,49 +6228,37 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
{
if(i>=levelpage*8 && i< (levelpage*8)+8)
{
//This is, er, suboptimal. Whatever, life optimisation and all that
int tvar=-1;
for(size_t j=0; j<customlevelstats.size(); j++)
const std::string filename = cl.ListOfMetaData[i].filename.substr(7);
int score = 0;
if (customlevelstats.count(filename) > 0)
{
if(cl.ListOfMetaData[i].filename.substr(7) == customlevelstats[j].name)
{
tvar=j;
break;
}
score = customlevelstats[filename];
}
const char* prefix;
if(tvar>=0)
switch (score)
{
switch (customlevelstats[tvar].score)
{
case 0:
{
static const char tmp[] = " ";
prefix = tmp;
break;
}
case 1:
{
static const char tmp[] = " * ";
prefix = tmp;
break;
}
case 3:
{
static const char tmp[] = "** ";
prefix = tmp;
break;
}
default:
SDL_assert(0 && "Unhandled menu text prefix!");
prefix = "";
break;
}
}
else
case 0:
{
static const char tmp[] = " ";
prefix = tmp;
break;
}
case 1:
{
static const char tmp[] = " * ";
prefix = tmp;
break;
}
case 3:
{
static const char tmp[] = "** ";
prefix = tmp;
break;
}
default:
SDL_assert(0 && "Unhandled menu text prefix!");
prefix = "";
break;
}
char text[MENU_TEXT_BYTES];
SDL_snprintf(text, sizeof(text), "%s%s", prefix, cl.ListOfMetaData[i].title.c_str());

View File

@ -2,6 +2,7 @@
#define GAME_H
#include <SDL.h>
#include <map>
#include <string>
#include <vector>
@ -176,12 +177,6 @@ struct MenuStackFrame
enum Menu::MenuName name;
};
struct CustomLevelStat
{
std::string name;
int score; //0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
};
class Game
{
@ -526,7 +521,8 @@ public:
void updatecustomlevelstats(std::string clevel, int cscore);
void deletecustomlevelstats(void);
std::vector<CustomLevelStat> customlevelstats;
// name -> score. 0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
std::map<std::string, int> customlevelstats;
std::vector<SDL_GameControllerButton> controllerButton_map;