- Introduced a detailed comparison document highlighting the functional equivalence between ZScream (C#) and YAZE (C++) overworld loading logic. - Verified key areas such as tile loading, expansion detection, map decompression, and coordinate calculations, confirming consistent behavior across both implementations. - Documented differences and improvements in YAZE, including enhanced error handling and memory management. - Provided validation results from integration tests ensuring data integrity and compatibility with existing ROMs.
126 lines
4.0 KiB
Markdown
126 lines
4.0 KiB
Markdown
# DungeonEditor Bottleneck Analysis
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## 🚨 **Critical Performance Issue Identified**
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### **Problem Summary**
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The **DungeonEditor::Load()** is taking **18,113ms (18.1 seconds)**, making it the primary bottleneck in YAZE's ROM loading process.
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### **Performance Breakdown**
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| Component | Time | Percentage |
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|-----------|------|------------|
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| **DungeonEditor::Load** | **18,113ms** | **97.3%** |
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| OverworldEditor::Load | 527ms | 2.8% |
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| All Other Editors | <6ms | <0.1% |
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| **Total Loading Time** | **18.6 seconds** | **100%** |
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## 🔍 **Root Cause Analysis**
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The DungeonEditor is **36x slower** than the entire overworld loading process, which suggests:
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1. **Massive Data Processing**: Likely loading all dungeon rooms, graphics, and metadata
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2. **Inefficient Algorithms**: Possibly O(n²) or worse complexity
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3. **No Lazy Loading**: Loading everything upfront instead of on-demand
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4. **Memory-Intensive Operations**: Large data structures being processed
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## 🎯 **Detailed Timing Added**
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Added granular timing to identify the exact bottleneck:
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```cpp
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// DungeonEditor::Load() now includes:
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{
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core::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms");
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RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_));
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}
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{
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core::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances");
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RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_));
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}
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{
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core::ScopedTimer palette_timer("DungeonEditor::LoadPalettes");
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// Palette loading operations
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}
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{
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core::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats");
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usage_tracker_.CalculateUsageStats(rooms_);
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}
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{
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core::ScopedTimer init_timer("DungeonEditor::InitializeSystem");
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// System initialization
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}
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```
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## 📊 **Expected Detailed Results**
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The next performance run will show:
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```
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DungeonEditor::LoadAllRooms 1 XXXXms XXXXms
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DungeonEditor::LoadRoomEntrances 1 XXXXms XXXXms
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DungeonEditor::LoadPalettes 1 XXXXms XXXXms
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DungeonEditor::CalculateUsageStats1 XXXXms XXXXms
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DungeonEditor::InitializeSystem 1 XXXXms XXXXms
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```
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## 🚀 **Optimization Strategy**
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### **Phase 1: Identify Specific Bottleneck**
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- Run performance test to see which operation takes the most time
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- Likely candidates: `LoadAllRooms` or `CalculateUsageStats`
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### **Phase 2: Apply Targeted Optimizations**
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#### **If LoadAllRooms is the bottleneck:**
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- Implement lazy loading for dungeon rooms
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- Only load rooms that are actually accessed
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- Use progressive loading for room graphics
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#### **If CalculateUsageStats is the bottleneck:**
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- Defer usage calculation until needed
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- Cache usage statistics
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- Optimize the calculation algorithm
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#### **If LoadRoomEntrances is the bottleneck:**
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- Load entrances on-demand
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- Cache entrance data
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- Optimize data structures
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### **Phase 3: Advanced Optimizations**
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- **Parallel Processing**: Load rooms concurrently
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- **Memory Optimization**: Reduce memory allocations
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- **Caching**: Cache frequently accessed room data
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- **Progressive Loading**: Load rooms in background threads
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## 🎯 **Expected Impact**
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### **Current State**
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- **Total Loading Time**: 18.6 seconds
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- **User Experience**: 18-second freeze when opening ROMs
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- **Primary Bottleneck**: DungeonEditor (97.3% of loading time)
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### **After Optimization (Target)**
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- **Total Loading Time**: <2 seconds (90%+ improvement)
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- **User Experience**: Near-instant ROM opening
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- **Bottleneck Eliminated**: DungeonEditor optimized to <1 second
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## 📈 **Success Metrics**
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- **DungeonEditor::Load**: <1000ms (down from 18,113ms)
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- **Total ROM Loading**: <2000ms (down from 18,600ms)
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- **User Perceived Performance**: Near-instant startup
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- **Memory Usage**: Reduced initial memory footprint
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## 🔄 **Next Steps**
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1. **Run Performance Test**: Load ROM and collect detailed timing
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2. **Identify Specific Bottleneck**: Find which operation takes 18+ seconds
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3. **Implement Optimization**: Apply targeted fix for the bottleneck
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4. **Measure Results**: Verify 90%+ improvement in loading time
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The DungeonEditor optimization will be the final piece to make YAZE lightning-fast!
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