- 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.
4.0 KiB
4.0 KiB
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% |
🔍 Root Cause Analysis
The DungeonEditor is 36x slower than the entire overworld loading process, which suggests:
- Massive Data Processing: Likely loading all dungeon rooms, graphics, and metadata
- Inefficient Algorithms: Possibly O(n²) or worse complexity
- No Lazy Loading: Loading everything upfront instead of on-demand
- Memory-Intensive Operations: Large data structures being processed
🎯 Detailed Timing Added
Added granular timing to identify the exact bottleneck:
// 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
}
📊 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
🚀 Optimization Strategy
Phase 1: Identify Specific Bottleneck
- Run performance test to see which operation takes the most time
- Likely candidates:
LoadAllRoomsorCalculateUsageStats
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
🎯 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
📈 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
🔄 Next Steps
- Run Performance Test: Load ROM and collect detailed timing
- Identify Specific Bottleneck: Find which operation takes 18+ seconds
- Implement Optimization: Apply targeted fix for the bottleneck
- Measure Results: Verify 90%+ improvement in loading time
The DungeonEditor optimization will be the final piece to make YAZE lightning-fast!