the only time being stingy and refusing to hit the “Recycle lead and iron cards” button has come in useful
That feeling when leads and irons are becoming "special edition"
@STARRYSOCK said:
Honestly how much storage space does a loadout card even take up? I wouldn’t think more than a few bytes, since they’re not even randomly generated. So if you have a few thousand cards, that’s only a couple of mb at most.
I was joking. Database wise I doubt it’s an issue unless they severely messed up the data model. Probably they have a bridge table where every possible loadout can be connected to a player, with an additional field to account for duplicates. In SQL this would be something like:
-- primary and foreign keys omitted for brevity
create table player (
player_id int not null,
steam_id bigint not null,
...
);
create table loadout (
perk1 int,
perk2 int,
perk3 int,
edition_id int -- broze gen1, rev, ...
);
create table player_to_loudout (
player_id int not null,
loudout_id int not null,
amount int not null
);
Assuming 32 bit int
this would be 12 byte per distinct loadout a player posses independent of the number of duplicates. Maybe there’s some padding to improve performance and it might take a few bytes more. Even then it’s only a few kilobytes per player.
Frankly I’m not even sure why possessing many loadouts causes headache for SD.
The only thing I can think of is the UI. Apparently they use something craptacular, otherwise it would not be so slugish. And craptacular UI libraries have a fetish for linked lists, which indeed can cause problems if you try to cramp hundreds or even thousands if items into them. Not in terms of storage but when you want to look something up. And craptacular UI libraries constantly want to look something up.