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Bulk load grids at repop and zone init instead of 2 costly individual selects per NPC, create repositories to decouple database logic from business logic
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@@ -24,6 +24,9 @@
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#include "../common/types.h"
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#include "../common/random.h"
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#include "../common/string_util.h"
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#include "zonedb.h"
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#include "../common/repositories/grid_repository.h"
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#include "../common/repositories/grid_entries_repository.h"
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#include "qglobals.h"
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#include "spawn2.h"
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#include "spawngroup.h"
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@@ -202,6 +205,9 @@ public:
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std::unordered_map<int, std::unique_ptr<AA::Ability>> aa_abilities;
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std::unordered_map<int, std::unique_ptr<AA::Rank>> aa_ranks;
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std::vector<GridRepository::Grid> grids;
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std::vector<GridEntriesRepository::GridEntry> grid_entries;
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time_t weather_timer;
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Timer spawn2_timer;
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Timer hot_reload_timer;
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@@ -239,6 +245,7 @@ public:
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void LoadLDoNTrapEntries();
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void LoadLDoNTraps();
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void LoadLevelEXPMods();
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void LoadGrids();
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void LoadMercSpells();
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void LoadMercTemplates();
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void LoadNewMerchantData(uint32 merchantid);
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