Optimizations
Description
Did some Micro and Macro benchmarking to squeeze more performance out of methods that are called often.
The goal of this would be performance gains small or big, less memory allocations, and GC pressure from the zip/zstd classes.
Drafting this for now to make sure older android API's support these changes (like in.read(x,y,z)). Along with some thorough testing in real time testing. So far this just passes JUnit testing.
Some notes/thoughts:
A user was also using KV to read UserGameStatsSchema_1245620 using tryLoadAsBinary() and with some benchmarking resulted in ~110ms on average. I'm sure this can be cut down considerably too.
GameNative also utilizes ContentDownloader to download steam apps and KeyValue too to load users libraries and parse PICS (some very large) on Android, so any improvments for them is also a plus.
Checklist
- [x] Code compiles correctly
- [x] All tests passing
- [ ] Samples run successfully
- [x] Extended the README / documentation, if necessary