this post was submitted on 05 Sep 2023
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I believe it was a CSV file of every item in all of the shops (comma separated values) and it was being read and stored into memory single threaded so it was maxing out a single core on the CPU.
JSON, and it had more to do with how they were checking string lengths. But yeah, the general story is that a random dude fixed massive problems with the text parsing.
Found an article that details it again since it was a fun read at the time. Looks like it was 10MB json file and the method to read the lines used the expensive length function you mentioned. It also had other simple optimizations too.
Pretty funny that because of all their microtransactions being stored in a JSON file being loaded into memory, that ended up making their game more slow and annoying and frustrating to play.
I am super curious if the devs knew about this issue but it just wasn't fixed because it wasn't given priority by management, or if the devs genuinely had no clue about this?
The even weirder and funnier thing is I've worked with larger JSON files day to day at my job with a much smaller scale than Rockstar/GTA, although I guess it depends on how you work with the files and the fact they were checking string lengths for literally every single piece of data etc.
The library used to read the line does the string length check, so my guess, whoever wrote it initially didn't know about it and tested with a small sunset of items without issue; I assume the games items grew in size over the years too. They also released an official patch with it and paid the modder $10k
Edit fixed typo