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yaze/docs/analysis/dungeon_editor_bottleneck_analysis.md
scawful 91a6a49d1a Add comprehensive analysis of ZScream vs YAZE overworld implementations
- 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.
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2025-09-28 22:49:29 -04:00

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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:

  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

🎯 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: 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

🎯 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

  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!