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
+13 -2
View File
@@ -252,8 +252,9 @@ public:
bool GetAccountInfoForLogin(uint32 account_id, int16* admin = 0, char* account_name = 0,
uint32* lsaccountid = 0, uint8* gmspeed = 0, bool* revoked = 0, bool* gmhideme = 0);
bool GetAccountInfoForLogin_result(MYSQL_RES* result, int16* admin = 0, char* account_name = 0,
uint32* lsaccountid = 0, uint8* gmspeed = 0, bool* revoked = 0, bool* gmhideme = nullptr,
uint32* account_creation = 0);
uint32* lsaccountid = 0, uint8* gmspeed = 0, bool* revoked = 0, bool* gmhideme = nullptr,
uint32* account_creation = 0);
bool GetCharacterInfoForLogin_result(MYSQL_RES* result, uint32* character_id = 0, char* current_zone = 0,
PlayerProfile_Struct* pp = 0, Inventory* inv = 0, ExtendedProfile_Struct *ext = 0, uint32* pplen = 0,
uint32* guilddbid = 0, uint8* guildrank = 0, uint8 *class_= 0, uint8 *level = 0, bool *LFP = 0,
@@ -268,6 +269,16 @@ public:
void SavePetInfo(Client *c);
void RemoveTempFactions(Client *c);
/* Player Profile Loaders */
bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
/* Player Profile Saves */
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
/*
* Character Inventory
*/