optimize (not done yet)
- alpha-alpha implementation of CachedView in csflow.
- MUCH faster entity cache build time thanks to two professionally engineered functions 😎
This commit is contained in:
@@ -1,4 +1,4 @@
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use csflow::{memflow::Address, enums::PlayerType, structs::{GlobalVars, GameRules}, traits::MemoryClass};
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use csflow::{memflow::Address, enums::PlayerType, structs::{GlobalVars, GameRules, CBaseEntity}, traits::{MemoryClass, BaseEntity}, CheatCtx};
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#[derive(Clone, Copy)]
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pub enum CachedEntity {
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@@ -18,7 +18,7 @@ pub struct Cache {
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impl Cache {
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pub fn is_valid(&self) -> bool {
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if self.valid {
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if self.timestamp.elapsed() > std::time::Duration::from_secs(10) {
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if self.timestamp.elapsed() > std::time::Duration::from_secs(60 * 3) {
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log::info!("Invalidated cache! Reason: time");
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return false
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}
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@@ -57,6 +57,107 @@ impl Cache {
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pub fn gamerules(&self) -> GameRules {
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self.gamerules
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}
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pub fn build(&self, ctx: &mut CheatCtx) -> anyhow::Result<Self> {
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let mut cached_entities = Vec::new();
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let globals = ctx.get_globals()?;
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let highest_index = ctx.highest_entity_index()?;
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let entity_list = ctx.get_entity_list()?;
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let gamerules = ctx.get_gamerules()?;
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let local = ctx.get_local()?;
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if local.get_pawn(ctx, entity_list)?.is_some() {
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cached_entities.push(CachedEntity::Player {
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ptr: local.ptr(),
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player_type: PlayerType::Local,
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});
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// If the bomb is dropped, do a reverse entity list loop with early exit when we found the bomb.
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if gamerules.bomb_dropped(ctx)? {
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for idx in (0..=highest_index).rev() {
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if let Some(entity) = CBaseEntity::from_index(ctx, entity_list, idx)? {
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if entity.is_dropped_c4(ctx)? {
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cached_entities.push(CachedEntity::Bomb {
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ptr: entity.ptr()
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});
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break;
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}
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}
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}
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}
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//let mut next = local.next_by_class(ctx)?;
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//println!("next: {:X}", next.ptr());
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for idx in 0..=64 {
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if let Some(entity) = CBaseEntity::from_index(ctx, entity_list, idx)? {
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if entity.is_cs_player_controller(ctx)? {
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let controller = entity.to_player_controller();
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let player_type = {
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match controller.get_player_type(ctx, &local)? {
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Some(t) => {
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if t == PlayerType::Spectator {
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continue;
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} else { t }
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},
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None => {
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continue;
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},
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}
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};
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cached_entities.push(CachedEntity::Player {
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ptr: entity.ptr(),
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player_type
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});
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}
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}
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}
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/*
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while !next.ptr().is_null() && next.ptr().is_valid() {
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let player_type = {
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match next.get_player_type(ctx, &local)? {
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Some(t) => {
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if t == PlayerType::Spectator {
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next = next.next_by_class(ctx)?;
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continue;
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} else { t }
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},
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None => {
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next = next.next_by_class(ctx)?;
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continue;
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},
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}
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};
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cached_entities.push(CachedEntity::Player {
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ptr: next.ptr(),
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player_type,
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});
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next = next.next_by_class(ctx)?;
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println!("next: {:X}", next.ptr());
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}
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*/
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}
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let cache = CacheBuilder::new()
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.entity_cache(cached_entities)
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.entity_list(entity_list)
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.globals(globals)
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.gamerules(gamerules)
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.build()?;
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log::info!("Rebuilt cache.");
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Ok(cache)
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}
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}
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pub struct CacheBuilder {
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