[Performance] Character bind is now bulk saved (#3338)

* [Performance] Character bind is now bulk saved

* Fix bind heading
This commit is contained in:
Chris Miles 2023-05-09 13:22:57 -05:00 committed by GitHub
parent dbc6346fe8
commit 612029de6e
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 76 additions and 39 deletions

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@ -656,10 +656,10 @@ bool Client::Save(uint8 iCommitNow) {
/* Save Character Currency */
database.SaveCharacterCurrency(CharacterID(), &m_pp);
/* Save Current Bind Points */
for (int i = 0; i < 5; i++)
if (m_pp.binds[i].zone_id)
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[i], i);
// save character binds
// this may not need to be called in Save() but it's here for now
// to maintain the current behavior
database.SaveCharacterBinds(this);
/* Save Character Buffs */
database.SaveBuffs(this);

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@ -13,6 +13,7 @@
#include "aura.h"
#include "../common/repositories/character_disciplines_repository.h"
#include "../common/repositories/npc_types_repository.h"
#include "../common/repositories/character_bind_repository.h"
#include <ctime>
#include <iostream>
@ -1030,25 +1031,6 @@ bool ZoneDatabase::SaveCharacterLanguage(uint32 character_id, uint32 lang_id, ui
return true;
}
bool ZoneDatabase::SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_num)
{
/* Save Home Bind Point */
std::string query =
StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot) VALUES (%u, "
"%u, %u, %f, %f, %f, %f, %i)",
character_id, bind.zone_id, bind.instance_id, bind.x, bind.y, bind.z, bind.heading, bind_num);
LogDebug("ZoneDatabase::SaveCharacterBindPoint for character ID: [{}] zone_id: [{}] instance_id: [{}] position: [{}] [{}] [{}] [{}] bind_num: [{}]",
character_id, bind.zone_id, bind.instance_id, bind.x, bind.y, bind.z, bind.heading, bind_num);
auto results = QueryDatabase(query);
if (!results.RowsAffected())
LogDebug("ERROR Bind Home Save: [{}]. [{}]", results.ErrorMessage().c_str(),
query.c_str());
return true;
}
bool ZoneDatabase::SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color){
uint8 red = (color & 0x00FF0000) >> 16;
uint8 green = (color & 0x0000FF00) >> 8;
@ -4518,3 +4500,52 @@ void ZoneDatabase::UpdateGMStatus(uint32 accID, int newStatus)
database.QueryDatabase(query);
}
}
void ZoneDatabase::SaveCharacterBinds(Client *c)
{
// bulk save character binds
std::vector<CharacterBindRepository::CharacterBind> binds = {};
CharacterBindRepository::CharacterBind bind = {};
// count character binds
int bind_count = 0;
for (auto & b : c->GetPP().binds) {
if (b.zone_id) {
bind_count++;
}
}
LogInfo("bind count is [{}]", bind_count);
// allocate memory for binds
binds.reserve(bind_count);
// copy binds to vector
int i = 0;
for (auto &b: c->GetPP().binds) {
if (b.zone_id) {
// copy bind data
bind.id = c->CharacterID();
bind.zone_id = b.zone_id;
bind.instance_id = b.instance_id;
bind.x = b.x;
bind.y = b.y;
bind.z = b.z;
bind.heading = b.heading;
bind.slot = i;
// add bind to vector
binds.emplace_back(bind);
i++;
}
}
// save binds
if (bind_count > 0) {
// delete old binds
CharacterBindRepository::DeleteWhere(database, fmt::format("id = {}", c->CharacterID()));
// save new binds
CharacterBindRepository::InsertMany(database, binds);
}
}

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@ -304,7 +304,7 @@ struct CharacterCorpseItemEntry
uint32 ornament_hero_model;
};
struct CharacterCorpseEntry
struct CharacterCorpseEntry
{
bool locked;
uint32 exp;
@ -446,7 +446,6 @@ public:
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_number);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(Client* c, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
@ -666,6 +665,7 @@ public:
// bot database add-on to eliminate the need for a second database connection
BotDatabase botdb;
static void SaveCharacterBinds(Client *c);
protected:
void ZDBInitVars();

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@ -890,23 +890,28 @@ void NPC::Gate(uint8 bind_number) {
void Client::SetBindPoint(int bind_number, int to_zone, int to_instance, const glm::vec3 &location)
{
if (bind_number < 0 || bind_number >= 4)
if (bind_number < 0 || bind_number >= 4) {
bind_number = 0;
}
if (to_zone == -1) {
m_pp.binds[bind_number].zone_id = zone->GetZoneID();
m_pp.binds[bind_number].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
m_pp.binds[bind_number].x = m_Position.x;
m_pp.binds[bind_number].y = m_Position.y;
m_pp.binds[bind_number].z = m_Position.z;
} else {
m_pp.binds[bind_number].zone_id = to_zone;
m_pp.binds[bind_number].instance_id = to_instance;
m_pp.binds[bind_number].x = location.x;
m_pp.binds[bind_number].y = location.y;
m_pp.binds[bind_number].z = location.z;
m_pp.binds[bind_number].zone_id = zone->GetZoneID();
m_pp.binds[bind_number].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent())? zone->GetInstanceID() : 0;
m_pp.binds[bind_number].x = m_Position.x;
m_pp.binds[bind_number].y = m_Position.y;
m_pp.binds[bind_number].z = m_Position.z;
m_pp.binds[bind_number].heading = GetHeading();
}
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[bind_number], bind_number);
else {
m_pp.binds[bind_number].zone_id = to_zone;
m_pp.binds[bind_number].instance_id = to_instance;
m_pp.binds[bind_number].x = location.x;
m_pp.binds[bind_number].y = location.y;
m_pp.binds[bind_number].z = location.z;
m_pp.binds[bind_number].heading = GetHeading();
}
database.SaveCharacterBinds(this);
}
void Client::SetBindPoint2(int bind_number, int to_zone, int to_instance, const glm::vec4 &location)
@ -929,7 +934,8 @@ void Client::SetBindPoint2(int bind_number, int to_zone, int to_instance, const
m_pp.binds[bind_number].z = location.z;
m_pp.binds[bind_number].heading = location.w;
}
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[bind_number], bind_number);
database.SaveCharacterBinds(this);
}
void Client::GoToBind(uint8 bind_number) {