# DungeonEditor Bottleneck Analysis ## 🚨 **Critical Performance Issue Identified** ### **Problem Summary** The **DungeonEditor::Load()** is taking **18,113ms (18.1 seconds)**, making it the primary bottleneck in YAZE's ROM loading process. ### **Performance Breakdown** | Component | Time | Percentage | |-----------|------|------------| | **DungeonEditor::Load** | **18,113ms** | **97.3%** | | OverworldEditor::Load | 527ms | 2.8% | | All Other Editors | <6ms | <0.1% | | **Total Loading Time** | **18.6 seconds** | **100%** | ## šŸ” **Root Cause Analysis** The DungeonEditor is **36x slower** than the entire overworld loading process, which suggests: 1. **Massive Data Processing**: Likely loading all dungeon rooms, graphics, and metadata 2. **Inefficient Algorithms**: Possibly O(n²) or worse complexity 3. **No Lazy Loading**: Loading everything upfront instead of on-demand 4. **Memory-Intensive Operations**: Large data structures being processed ## šŸŽÆ **Detailed Timing Added** Added granular timing to identify the exact bottleneck: ```cpp // DungeonEditor::Load() now includes: { core::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms"); RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_)); } { core::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances"); RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_)); } { core::ScopedTimer palette_timer("DungeonEditor::LoadPalettes"); // Palette loading operations } { core::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats"); usage_tracker_.CalculateUsageStats(rooms_); } { core::ScopedTimer init_timer("DungeonEditor::InitializeSystem"); // System initialization } ``` ## šŸ“Š **Expected Detailed Results** The next performance run will show: ``` DungeonEditor::LoadAllRooms 1 XXXXms XXXXms DungeonEditor::LoadRoomEntrances 1 XXXXms XXXXms DungeonEditor::LoadPalettes 1 XXXXms XXXXms DungeonEditor::CalculateUsageStats1 XXXXms XXXXms DungeonEditor::InitializeSystem 1 XXXXms XXXXms ``` ## šŸš€ **Optimization Strategy** ### **Phase 1: Identify Specific Bottleneck** - Run performance test to see which operation takes the most time - Likely candidates: `LoadAllRooms` or `CalculateUsageStats` ### **Phase 2: Apply Targeted Optimizations** #### **If LoadAllRooms is the bottleneck:** - Implement lazy loading for dungeon rooms - Only load rooms that are actually accessed - Use progressive loading for room graphics #### **If CalculateUsageStats is the bottleneck:** - Defer usage calculation until needed - Cache usage statistics - Optimize the calculation algorithm #### **If LoadRoomEntrances is the bottleneck:** - Load entrances on-demand - Cache entrance data - Optimize data structures ### **Phase 3: Advanced Optimizations** - **Parallel Processing**: Load rooms concurrently - **Memory Optimization**: Reduce memory allocations - **Caching**: Cache frequently accessed room data - **Progressive Loading**: Load rooms in background threads ## šŸŽÆ **Expected Impact** ### **Current State** - **Total Loading Time**: 18.6 seconds - **User Experience**: 18-second freeze when opening ROMs - **Primary Bottleneck**: DungeonEditor (97.3% of loading time) ### **After Optimization (Target)** - **Total Loading Time**: <2 seconds (90%+ improvement) - **User Experience**: Near-instant ROM opening - **Bottleneck Eliminated**: DungeonEditor optimized to <1 second ## šŸ“ˆ **Success Metrics** - **DungeonEditor::Load**: <1000ms (down from 18,113ms) - **Total ROM Loading**: <2000ms (down from 18,600ms) - **User Perceived Performance**: Near-instant startup - **Memory Usage**: Reduced initial memory footprint ## šŸ”„ **Next Steps** 1. **Run Performance Test**: Load ROM and collect detailed timing 2. **Identify Specific Bottleneck**: Find which operation takes 18+ seconds 3. **Implement Optimization**: Apply targeted fix for the bottleneck 4. **Measure Results**: Verify 90%+ improvement in loading time The DungeonEditor optimization will be the final piece to make YAZE lightning-fast!