Silksong Modding: Optimizing Field Access For Performance
Hey guys! Today, let's dive into the nitty-gritty of optimizing field access within Silksong modding. This is a crucial area to explore if we want our mods to run smoothly and efficiently, especially as we add more complex features. We'll be looking at how the game currently handles field access, potential bottlenecks, and how we can implement our own solutions to boost performance. So, buckle up and let's get started!
Understanding the Current Situation
Currently, the game, specifically Team Cherry (TC), seems to handle field access in a couple of different ways, which is kinda interesting. Let's break it down:
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Caching FieldInfos in VariableExtensions.GetVariable
: It looks like TC is cachingFieldInfoswhen usingVariableExtensions.GetVariable<T>. This is a smart move because it avoids repeatedly looking up the same field information, which can be a performance killer. You can see this caching in action withinVariableExtensions.FieldCache.GetVariableCache. Caching is a common technique in programming to store frequently accessed data in a faster, more readily available location. In this case, cachingFieldInfosmeans that the system doesn't have to reflectively look up the field every single time it needs to access it, saving precious milliseconds each time. -
No FieldInfo Caching in PlayerData.GetBool (Unless CheatManager.UseFieldAccessOptimisers is Enabled): This is where things get a little less optimized. For accessing boolean values in
PlayerDatausingGetBool, it appears thatFieldInfosaren't cached unlessCheatManager.UseFieldAccessOptimisersis enabled. It seems like TC has a system for defining fast delegates in this case, but honestly, it's a bit unclear how it works, and it's not even being consistently used. This inconsistency is something we can definitely improve upon. Think of it like this: imagine you're constantly looking up a word in a dictionary instead of memorizing it. That's essentially what's happening here whenFieldInfosaren't cached. This repeated lookup can slow things down, especially if it's happening frequently.
The existence of a potential optimization path (the fast delegates) that isn't fully utilized suggests that there's room for improvement. It's like having a sports car but only driving it in first gear – we know the potential is there, but we're not quite reaching it.
Diving Deeper into Field Access
Field access is the process of reading or writing the value of a field (a variable) within an object. In games, this happens constantly – every time the player's health is updated, their position changes, or any other game state is modified. How efficiently these accesses are handled can significantly impact the game's performance.
Reflection, the technique used to look up FieldInfos, is powerful but can be slow. It's like having to read a map every time you want to go somewhere, rather than just remembering the route. Caching FieldInfos is like memorizing those routes – a one-time cost for long-term efficiency. The fact that TC has implemented caching in some areas but not others highlights the potential for a more consistent approach.
Our Potential Solution: Custom Get/Set Accessors
So, what can we do about this? Well, one approach we might want to consider is defining our own Get/Set field accessors. These would follow the pattern established by HK ReflectionHelper but would be tailored to our specific needs within the modding context. It's like building our own, more efficient tools for the job.
The idea here is that we would create specialized methods for accessing fields, bypassing the need for reflection in most cases. This can lead to significant performance gains, especially in frequently accessed fields. Think of it as creating a direct shortcut to the data we need, rather than going through a roundabout process each time.
However, there's a caveat. We probably don't want to create a public ReflectionHelper. Why? Because we're already referencing a publicized assembly. Creating our own public helper might introduce unnecessary complexity and potential conflicts down the line. It's about finding the right balance between optimization and maintainability.
HK ReflectionHelper: A Good Starting Point
Looking at how HK ReflectionHelper works can give us valuable insights into how to implement our own accessors. It provides a solid foundation for understanding the principles involved in efficient field access. By studying its design, we can learn how to create delegates or other mechanisms that provide fast access to fields without the overhead of reflection.
Considerations for Implementation
When implementing our custom accessors, we need to think about a few things:
- Performance: The primary goal is to improve performance, so we need to ensure that our accessors are genuinely faster than the default reflection-based approach.
- Maintainability: We want our code to be easy to understand and maintain. Overly complex solutions can become a headache in the long run.
- Safety: We need to ensure that our accessors are safe and don't introduce any unexpected behavior or crashes.
Prioritization and Current Status
Now, it's important to note that, to the best of my knowledge, PlayerData accesses aren't frequent enough to be a major performance bottleneck right now. So, I've deprioritized this task for the time being. It's all about focusing our efforts where they'll have the biggest impact.
This doesn't mean we should ignore it altogether. It's more about being strategic with our time. If we encounter performance issues related to field access in the future, this is definitely something we can revisit. Think of it as a potential optimization in our back pocket, ready to be deployed when needed.
Why Prioritization Matters
In any modding project, prioritization is key. We have limited time and resources, so we need to focus on the areas that will provide the most significant improvements. This means identifying bottlenecks and addressing them first. Premature optimization can be a waste of time and effort, so it's important to have a clear understanding of where the real performance issues lie.
Conclusion: Optimizing for the Future
So, there you have it, guys! A look into the world of field access optimization in Silksong modding. While it might not be the most pressing issue right now, understanding the current landscape and potential solutions is crucial for the long-term health and performance of our mods. By exploring custom Get/Set accessors and drawing inspiration from tools like HK ReflectionHelper, we can lay the groundwork for a more efficient and streamlined modding experience.
Remember, modding is an iterative process. We're constantly learning and refining our techniques. By keeping an eye on potential optimizations like this, we can ensure that our mods are not only feature-rich but also performant and enjoyable to use. Keep experimenting, keep learning, and most importantly, keep having fun! And if you have any insights or ideas on this topic, don't hesitate to share them. Let's work together to make Silksong modding the best it can be! Now, let's keep this discussion flowing and see what other optimization gems we can uncover. What are your thoughts on this? Let's chat in the comments!