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