[Performance] Character tribute is now bulk saved (#3340)

* [Performance] Character tribute is now bulk saved

This pull request combines individual `character_tribute` queries during `Save()` into one.

This pull request also adds a primary key of `id` to `character_tribute` and renames the pre-existing `id` column to `character_id`, this allows us to use repositories for this table.

* Update zonedb.cpp

* Update zonedb.cpp
This commit is contained in:
Alex King
2023-05-25 19:21:18 -04:00
committed by GitHub
parent 50db7637aa
commit 75560ee830
10 changed files with 457 additions and 29 deletions
+41 -23
View File
@@ -11,6 +11,7 @@
#include "zone.h"
#include "zonedb.h"
#include "aura.h"
#include "../common/repositories/character_tribute_repository.h"
#include "../common/repositories/character_disciplines_repository.h"
#include "../common/repositories/npc_types_repository.h"
#include "../common/repositories/character_bind_repository.h"
@@ -958,23 +959,23 @@ bool ZoneDatabase::LoadCharacterBandolier(uint32 character_id, PlayerProfile_Str
return true;
}
bool ZoneDatabase::LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp){
std::string query = StringFormat("SELECT `tier`, `tribute` FROM `character_tribute` WHERE `id` = %u", character_id);
auto results = database.QueryDatabase(query);
int i = 0;
for (i = 0; i < EQ::invtype::TRIBUTE_SIZE; i++){
pp->tributes[i].tribute = 0xFFFFFFFF;
pp->tributes[i].tier = 0;
void ZoneDatabase::LoadCharacterTribute(Client* c){
const auto& l = CharacterTributeRepository::GetWhere(database, fmt::format("character_id = {}", c->CharacterID()));
for (auto& t : c->GetPP().tributes) {
t.tier = 0;
t.tribute = TRIBUTE_NONE;
}
i = 0;
for (auto& row = results.begin(); row != results.end(); ++row) {
if(Strings::ToInt(row[1]) != TRIBUTE_NONE){
pp->tributes[i].tier = Strings::ToInt(row[0]);
pp->tributes[i].tribute = Strings::ToInt(row[1]);
auto i = 0;
for (const auto& e : l) {
if (e.tribute != TRIBUTE_NONE) {
c->GetPP().tributes[i].tier = e.tier;
c->GetPP().tributes[i].tribute = e.tribute;
i++;
}
}
return true;
}
bool ZoneDatabase::LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct *pp)
@@ -1058,18 +1059,35 @@ bool ZoneDatabase::SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32
return true;
}
bool ZoneDatabase::SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp){
std::string query = StringFormat("DELETE FROM `character_tribute` WHERE `id` = %u", character_id);
QueryDatabase(query);
/* Save Tributes only if we have values... */
for (int i = 0; i < EQ::invtype::TRIBUTE_SIZE; i++){
if (pp->tributes[i].tribute >= 0 && pp->tributes[i].tribute != TRIBUTE_NONE){
std::string query = StringFormat("REPLACE INTO `character_tribute` (id, tier, tribute) VALUES (%u, %u, %u)", character_id, pp->tributes[i].tier, pp->tributes[i].tribute);
QueryDatabase(query);
LogDebug("ZoneDatabase::SaveCharacterTribute for character ID: [{}], tier:[{}] tribute:[{}] done", character_id, pp->tributes[i].tier, pp->tributes[i].tribute);
void ZoneDatabase::SaveCharacterTribute(Client* c)
{
std::vector<CharacterTributeRepository::CharacterTribute> tributes = {};
CharacterTributeRepository::CharacterTribute tribute = {};
uint32 tribute_count = 0;
for (auto& t : c->GetPP().tributes) {
if (t.tribute != TRIBUTE_NONE) {
tribute_count++;
}
}
return true;
tributes.reserve(tribute_count);
for (auto& t : c->GetPP().tributes) {
if (t.tribute != TRIBUTE_NONE) {
tribute.character_id = c->CharacterID();
tribute.tier = t.tier;
tribute.tribute = t.tribute;
tributes.emplace_back(tribute);
}
}
CharacterTributeRepository::DeleteWhere(database, fmt::format("character_id = {}", c->CharacterID()));
if (tribute_count > 0) {
CharacterTributeRepository::InsertMany(database, tributes);
}
}
bool ZoneDatabase::SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name)