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Add 1GB RAM cache for decompressed MPQ files
Eliminates repeated MPQ decompression overhead by caching decompressed files in RAM with LRU eviction. Major performance improvement for file access. Problem: - Every readFile() call decompresses from MPQ (expensive!) - M2 models, textures, WMO files decompressed repeatedly - No caching of decompressed data - MPQ decompression is CPU-intensive (zlib/bzip2) Solution: - Added 1GB LRU file cache to AssetManager - Cache hit: instant return of decompressed data - Cache miss: decompress once, cache for future access - LRU eviction when cache full (removes least recently used) - Don't cache files >100MB (avoid giant WMO chunks) - Thread-safe with existing readMutex Implementation: - CachedFile struct: data + lastAccessTime - fileCacheAccessCounter for LRU tracking - Hit/miss statistics for monitoring - Budget: 1GB (modern RAM easily handles this) Performance impact: - First load: same speed (decompress + cache) - Subsequent loads: instant (no decompression) - Expected 70-90% hit rate during normal play - Huge benefit for frequently accessed models Cache stats logged on shutdown to monitor effectiveness.
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2 changed files with 75 additions and 3 deletions
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@ -26,7 +26,7 @@ bool AssetManager::initialize(const std::string& dataPath_) {
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}
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initialized = true;
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LOG_INFO("Asset manager initialized successfully");
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LOG_INFO("Asset manager initialized successfully (1GB file cache enabled)");
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return true;
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}
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@ -37,6 +37,13 @@ void AssetManager::shutdown() {
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LOG_INFO("Shutting down asset manager");
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// Log cache statistics
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if (fileCacheHits + fileCacheMisses > 0) {
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float hitRate = (float)fileCacheHits / (fileCacheHits + fileCacheMisses) * 100.0f;
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LOG_INFO("File cache stats: ", fileCacheHits, " hits, ", fileCacheMisses, " misses (",
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(int)hitRate, "% hit rate), ", fileCacheTotalBytes / 1024 / 1024, " MB cached");
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}
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clearCache();
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mpqManager.shutdown();
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@ -141,13 +148,59 @@ std::vector<uint8_t> AssetManager::readFile(const std::string& path) const {
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return std::vector<uint8_t>();
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}
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std::string normalized = normalizePath(path);
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std::lock_guard<std::mutex> lock(readMutex);
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return mpqManager.readFile(normalizePath(path));
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// Check cache first
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auto it = fileCache.find(normalized);
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if (it != fileCache.end()) {
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// Cache hit - update access time and return cached data
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it->second.lastAccessTime = ++fileCacheAccessCounter;
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fileCacheHits++;
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return it->second.data;
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}
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// Cache miss - decompress from MPQ
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fileCacheMisses++;
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std::vector<uint8_t> data = mpqManager.readFile(normalized);
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if (data.empty()) {
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return data; // File not found
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}
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// Add to cache if within budget
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size_t fileSize = data.size();
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if (fileSize > 0 && fileSize < FILE_CACHE_BUDGET / 10) { // Don't cache files > 100MB
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// Evict old entries if needed (LRU)
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while (fileCacheTotalBytes + fileSize > FILE_CACHE_BUDGET && !fileCache.empty()) {
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// Find least recently used entry
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auto lru = fileCache.begin();
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for (auto it = fileCache.begin(); it != fileCache.end(); ++it) {
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if (it->second.lastAccessTime < lru->second.lastAccessTime) {
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lru = it;
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}
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}
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fileCacheTotalBytes -= lru->second.data.size();
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fileCache.erase(lru);
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}
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// Add new entry
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CachedFile cached;
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cached.data = data;
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cached.lastAccessTime = ++fileCacheAccessCounter;
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fileCache[normalized] = std::move(cached);
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fileCacheTotalBytes += fileSize;
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}
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return data;
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}
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void AssetManager::clearCache() {
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std::lock_guard<std::mutex> lock(readMutex);
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dbcCache.clear();
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LOG_INFO("Cleared asset cache");
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fileCache.clear();
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fileCacheTotalBytes = 0;
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fileCacheAccessCounter = 0;
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LOG_INFO("Cleared asset cache (DBC + file cache)");
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}
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std::string AssetManager::normalizePath(const std::string& path) const {
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