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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
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@@ -33,14 +33,12 @@ void ClientLogs::subscribe(EQEMuLog::LogIDs id, Client *c) {
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if(c == nullptr)
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return;
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//make sure they arnt allready subscribed.
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std::vector<Client *>::iterator cur,end;
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cur = entries[id].begin();
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end = entries[id].end();
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for(; cur != end; ++cur) {
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if(*cur == c) {
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printf("%s was allready subscribed to %d\n", c->GetName(), id);
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printf("%s was already subscribed to %d\n", c->GetName(), id);
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return;
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}
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}
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@@ -100,6 +98,7 @@ void ClientLogs::msg(EQEMuLog::LogIDs id, const char *buf) {
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for(; cur != end; ++cur) {
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if(!(*cur)->InZone())
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continue;
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(*cur)->Message(CLIENT_LOG_CHANNEL, buf);
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}
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}
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