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Implement-"Runtime"-Build-Cache #42

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EzioTheDeadPoet opened this issue Dec 15, 2024 · 1 comment
Open

Implement-"Runtime"-Build-Cache #42

EzioTheDeadPoet opened this issue Dec 15, 2024 · 1 comment
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enhancement New feature or request

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@EzioTheDeadPoet
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EzioTheDeadPoet commented Dec 15, 2024

Investigating if building a runtime-"cache" can improve perfromance for bigger lists.

Theory is that the frequent use of State.LinkCache.TryResolve<> especially inside of loops causes exponentially longer runtimes.
So creating a custom "cache" that it purpose build for each loop stage should improve performance.

@EzioTheDeadPoet EzioTheDeadPoet added the enhancement New feature or request label Dec 15, 2024
@EzioTheDeadPoet EzioTheDeadPoet self-assigned this Dec 15, 2024
@EzioTheDeadPoet EzioTheDeadPoet changed the title Investigating if building a runtime-"cache" can improve perfromance for bigger lists Implement-"Runtime"-Build-Cache Dec 16, 2024
@EzioTheDeadPoet
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This could later be expanded into making a permanent build cache that saves generated leveled lists based on their editor IDs.

This would require some way of invalidating the cache and would bring the risk of the RNG elements not being fully deterministic anymore. On the other hand IF items and lists are loaded from the cache then it would only apply for new armor and weapon mods that aren't cached yet. So the worst case would be that items that should get unique names get some already existing names generated. And similar enchantments.

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