At point of commit:

Basic character data, currency and AA are being loaded/saved from the database, currently working on the rest right now.
- Character blob removed from load for testing. Lots of cleanup yet to be done so don't judge code yet.

Saves:
- Two FULL saves when looting a corpse, this has been reduced to just currency saves on initial loot and trimmed to one save since AddToMoneyPP did it already
- Every time a player moves coin with any situation (Splits/Trades/Merchant/Skills/Bank Coin Exchange/Coin Moves), a full save is made, this is now just a currency save
- Every time a player skilled up at a skill vendor, a full blob save hit was made, this is not just a currency hit
This commit is contained in:
akkadius
2014-08-31 02:53:59 -05:00
parent 5cf748d135
commit 4071d88290
15 changed files with 1140 additions and 269 deletions
+5 -1
View File
@@ -1048,8 +1048,12 @@ void Client::BuyAA(AA_Action* action)
mlog(AA__MESSAGE, "Set AA %d to level %d", aa2->id, cur_level + 1);
m_pp.aapoints -= real_cost;
/* Do Player Profile rank calculations and set player profile */
SaveAA();
/* Save to Database to avoid having to write the whole AA array to the profile, only write changes*/
// database.SaveCharacterAA(this->CharacterID(), aa2->id, (cur_level + 1));
Save();
if ((RuleB(AA, Stacking) && (GetClientVersionBit() >= 4) && (aa2->hotkey_sid == 4294967295u))
&& ((aa2->max_level == (cur_level + 1)) && aa2->sof_next_id)){
SendAA(aa2->id);