[Performance] Improve Character Select DB Performance (#4799)

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Chris Miles 2025-03-29 14:46:57 -05:00 committed by GitHub
parent ceca28d2a3
commit 96e34fe8f7
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2 changed files with 253 additions and 283 deletions

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@ -29,6 +29,10 @@
#include "../common/repositories/inventory_repository.h"
#include "../common/repositories/criteria/content_filter_criteria.h"
#include "../common/zone_store.h"
#include "../common/repositories/character_data_repository.h"
#include "../common/repositories/character_bind_repository.h"
#include "../common/repositories/character_material_repository.h"
#include "../common/repositories/start_zones_repository.h"
WorldDatabase database;
WorldDatabase content_db;
@ -50,187 +54,177 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, EQApplicationPacket **o
character_limit = 8;
}
std::string character_list_query = fmt::format(
SQL(
SELECT
`id`,
`name`,
`gender`,
`race`,
`class`,
`level`,
`deity`,
`last_login`,
`time_played`,
`hair_color`,
`beard_color`,
`eye_color_1`,
`eye_color_2`,
`hair_style`,
`beard`,
`face`,
`drakkin_heritage`,
`drakkin_tattoo`,
`drakkin_details`,
`zone_id`
FROM
`character_data`
WHERE
`account_id` = {}
AND
`deleted_at` IS NULL
ORDER BY `name`
LIMIT {}
),
account_id,
character_limit
auto characters = CharacterDataRepository::GetWhere(
database,
fmt::format(
"`account_id` = {} AND `deleted_at` IS NULL ORDER BY `name` LIMIT {}",
account_id,
character_limit
)
);
auto results = database.QueryDatabase(character_list_query);
size_t character_count = results.RowCount();
if (character_count == 0) {
size_t character_count = characters.size();
if (characters.empty()) {
*out_app = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
CharacterSelect_Struct *cs = (CharacterSelect_Struct *) (*out_app)->pBuffer;
cs->CharCount = 0;
auto *cs = (CharacterSelect_Struct *) (*out_app)->pBuffer;
cs->CharCount = 0;
cs->TotalChars = character_limit;
return;
}
std::vector<uint32_t> character_ids;
for (auto &e: characters) {
character_ids.push_back(e.id);
}
const auto& inventories = InventoryRepository::GetWhere(
*this,
fmt::format(
"`character_id` IN ({}) AND `slot_id` BETWEEN {} AND {}",
Strings::Join(character_ids, ","),
EQ::invslot::slotHead,
EQ::invslot::slotFeet
)
);
const auto& character_binds = CharacterBindRepository::GetWhere(
*this,
fmt::format(
"`id` IN ({}) ORDER BY id, slot",
Strings::Join(character_ids, ",")
)
);
const auto& character_materials = CharacterMaterialRepository::GetWhere(
*this,
fmt::format(
"`id` IN ({}) ORDER BY id, slot",
Strings::Join(character_ids, ",")
)
);
size_t packet_size = sizeof(CharacterSelect_Struct) + (sizeof(CharacterSelectEntry_Struct) * character_count);
*out_app = new EQApplicationPacket(OP_SendCharInfo, packet_size);
unsigned char *buff_ptr = (*out_app)->pBuffer;
CharacterSelect_Struct *cs = (CharacterSelect_Struct *) buff_ptr;
auto *cs = (CharacterSelect_Struct *) buff_ptr;
cs->CharCount = character_count;
cs->CharCount = character_count;
cs->TotalChars = character_limit;
buff_ptr += sizeof(CharacterSelect_Struct);
for (auto row = results.begin(); row != results.end(); ++row) {
CharacterSelectEntry_Struct *p_character_select_entry_struct = (CharacterSelectEntry_Struct *) buff_ptr;
PlayerProfile_Struct pp;
EQ::InventoryProfile inventory_profile;
for (auto &e: characters) {
auto *cse = (CharacterSelectEntry_Struct *) buff_ptr;
PlayerProfile_Struct pp;
EQ::InventoryProfile inv;
pp.SetPlayerProfileVersion(EQ::versions::ConvertClientVersionToMobVersion(client_version));
inventory_profile.SetInventoryVersion(client_version);
inventory_profile.SetGMInventory(true); // charsel can not interact with items..but, no harm in setting to full expansion support
inv.SetInventoryVersion(client_version);
inv.SetGMInventory(true); // charsel can not interact with items..but, no harm in setting to full expansion support
uint32 character_id = Strings::ToUnsignedInt(row[0]);
uint8 has_home = 0;
uint8 has_bind = 0;
uint32 character_id = e.id;
uint8 has_home = 0;
uint8 has_bind = 0;
memset(&pp, 0, sizeof(PlayerProfile_Struct));
memset(p_character_select_entry_struct->Name, 0, sizeof(p_character_select_entry_struct->Name));
strcpy(p_character_select_entry_struct->Name, row[1]);
p_character_select_entry_struct->Class = (uint8) Strings::ToUnsignedInt(row[4]);
p_character_select_entry_struct->Race = (uint32) Strings::ToUnsignedInt(row[3]);
p_character_select_entry_struct->Level = (uint8) Strings::ToUnsignedInt(row[5]);
p_character_select_entry_struct->ShroudClass = p_character_select_entry_struct->Class;
p_character_select_entry_struct->ShroudRace = p_character_select_entry_struct->Race;
p_character_select_entry_struct->Zone = (uint16) Strings::ToUnsignedInt(row[19]);
p_character_select_entry_struct->Instance = 0;
p_character_select_entry_struct->Gender = (uint8) Strings::ToUnsignedInt(row[2]);
p_character_select_entry_struct->Face = (uint8) Strings::ToUnsignedInt(row[15]);
memset(cse->Name, 0, sizeof(cse->Name));
strcpy(cse->Name, e.name.c_str());
cse->Class = e.class_;
cse->Race = e.race;
cse->Level = e.level;
cse->ShroudClass = cse->Class;
cse->ShroudRace = cse->Race;
cse->Zone = e.zone_id;
cse->Instance = 0;
cse->Gender = e.gender;
cse->Face = e.face;
for (uint32 material_slot = 0; material_slot < EQ::textures::materialCount; material_slot++) {
p_character_select_entry_struct->Equip[material_slot].Material = 0;
p_character_select_entry_struct->Equip[material_slot].Unknown1 = 0;
p_character_select_entry_struct->Equip[material_slot].EliteModel = 0;
p_character_select_entry_struct->Equip[material_slot].HerosForgeModel = 0;
p_character_select_entry_struct->Equip[material_slot].Unknown2 = 0;
p_character_select_entry_struct->Equip[material_slot].Color = 0;
for (auto &s: cse->Equip) {
s.Material = 0;
s.Unknown1 = 0;
s.EliteModel = 0;
s.HerosForgeModel = 0;
s.Unknown2 = 0;
s.Color = 0;
}
p_character_select_entry_struct->Unknown15 = 0xFF;
p_character_select_entry_struct->Unknown19 = 0xFF;
p_character_select_entry_struct->DrakkinTattoo = (uint32) Strings::ToInt(row[17]);
p_character_select_entry_struct->DrakkinDetails = (uint32) Strings::ToInt(row[18]);
p_character_select_entry_struct->Deity = (uint32) Strings::ToInt(row[6]);
p_character_select_entry_struct->PrimaryIDFile = 0; // Processed Below
p_character_select_entry_struct->SecondaryIDFile = 0; // Processed Below
p_character_select_entry_struct->HairColor = (uint8) Strings::ToInt(row[9]);
p_character_select_entry_struct->BeardColor = (uint8) Strings::ToInt(row[10]);
p_character_select_entry_struct->EyeColor1 = (uint8) Strings::ToInt(row[11]);
p_character_select_entry_struct->EyeColor2 = (uint8) Strings::ToInt(row[12]);
p_character_select_entry_struct->HairStyle = (uint8) Strings::ToInt(row[13]);
p_character_select_entry_struct->Beard = (uint8) Strings::ToInt(row[14]);
p_character_select_entry_struct->GoHome = 0; // Processed Below
p_character_select_entry_struct->Tutorial = 0; // Processed Below
p_character_select_entry_struct->DrakkinHeritage = (uint32) Strings::ToInt(row[16]);
p_character_select_entry_struct->Unknown1 = 0;
p_character_select_entry_struct->Enabled = 1;
p_character_select_entry_struct->LastLogin = (uint32) Strings::ToInt(row[7]); // RoF2 value: 1212696584
p_character_select_entry_struct->Unknown2 = 0;
cse->Unknown15 = 0xFF;
cse->Unknown19 = 0xFF;
cse->DrakkinTattoo = e.drakkin_tattoo;
cse->DrakkinDetails = e.drakkin_details;
cse->Deity = e.deity;
cse->PrimaryIDFile = 0; // Processed Below
cse->SecondaryIDFile = 0; // Processed Below
cse->HairColor = e.hair_color;
cse->BeardColor = e.beard_color;
cse->EyeColor1 = e.eye_color_1;
cse->EyeColor2 = e.eye_color_2;
cse->HairStyle = e.hair_style;
cse->Beard = e.beard;
cse->GoHome = 0; // Processed Below
cse->Tutorial = 0; // Processed Below
cse->DrakkinHeritage = e.drakkin_heritage;
cse->Unknown1 = 0;
cse->Enabled = 1;
cse->LastLogin = e.last_login; // RoF2 value: 1212696584
cse->Unknown2 = 0;
if (RuleB(World, EnableReturnHomeButton)) {
int now = time(nullptr);
if ((now - Strings::ToInt(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
p_character_select_entry_struct->GoHome = 1;
if (now - e.last_login >= RuleI(World, MinOfflineTimeToReturnHome)) {
cse->GoHome = 1;
}
}
if (RuleB(World, EnableTutorialButton) && (p_character_select_entry_struct->Level <= RuleI(World, MaxLevelForTutorial)))
p_character_select_entry_struct->Tutorial = 1;
if (RuleB(World, EnableTutorialButton) && (cse->Level <= RuleI(World, MaxLevelForTutorial))) {
cse->Tutorial = 1;
}
/**
* Bind
*/
character_list_query = fmt::format(
SQL(
SELECT
`zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`
FROM
`character_bind`
WHERE
`id` = {}
LIMIT 5
),
character_id
);
auto results_bind = database.QueryDatabase(character_list_query);
auto bind_count = results_bind.RowCount();
for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
if (row_b[6] && Strings::ToInt(row_b[6]) == 4) {
has_home = 1;
// If our bind count is less than 5, we need to actually make use of this data so lets parse it
if (bind_count < 5) {
pp.binds[4].zone_id = Strings::ToInt(row_b[0]);
pp.binds[4].instance_id = Strings::ToInt(row_b[1]);
pp.binds[4].x = Strings::ToFloat(row_b[2]);
pp.binds[4].y = Strings::ToFloat(row_b[3]);
pp.binds[4].z = Strings::ToFloat(row_b[4]);
pp.binds[4].heading = Strings::ToFloat(row_b[5]);
}
// binds
int bind_count = 0;
for (auto &bind : character_binds) {
if (bind.id != e.id) {
continue;
}
if (row_b[6] && Strings::ToInt(row_b[6]) == 0)
if (bind.slot == 4) {
has_home = 1;
pp.binds[4].zone_id = bind.zone_id;
pp.binds[4].instance_id = bind.instance_id;
pp.binds[4].x = bind.x;
pp.binds[4].y = bind.y;
pp.binds[4].z = bind.z;
pp.binds[4].heading = bind.heading;
}
if (bind.slot == 0) {
has_bind = 1;
}
bind_count++;
}
if (has_home == 0 || has_bind == 0) {
std::string character_list_query = fmt::format(
SQL(
SELECT
`zone_id`, `bind_id`, `x`, `y`, `z`, `heading`
FROM
`start_zones`
WHERE
`player_class` = {}
AND
`player_deity` = {}
AND
`player_race` = {} {}
),
p_character_select_entry_struct->Class,
p_character_select_entry_struct->Deity,
p_character_select_entry_struct->Race,
ContentFilterCriteria::apply().c_str()
const auto &start_zones = StartZonesRepository::GetWhere(
content_db,
fmt::format(
"`player_class` = {} AND `player_deity` = {} AND `player_race` = {} {}",
cse->Class,
cse->Deity,
cse->Race,
ContentFilterCriteria::apply().c_str()
)
);
auto results_bind = content_db.QueryDatabase(character_list_query);
for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
/* If a bind_id is specified, make them start there */
if (Strings::ToInt(row_d[1]) != 0) {
pp.binds[4].zone_id = (uint32) Strings::ToInt(row_d[1]);
if (!start_zones.empty()) {
pp.binds[4].zone_id = start_zones[0].zone_id;
pp.binds[4].x = start_zones[0].x;
pp.binds[4].y = start_zones[0].y;
pp.binds[4].z = start_zones[0].z;
pp.binds[4].heading = start_zones[0].heading;
if (start_zones[0].bind_id != 0) {
pp.binds[4].zone_id = start_zones[0].bind_id;
auto z = GetZone(pp.binds[4].zone_id);
if (z) {
pp.binds[4].x = z->safe_x;
@ -238,168 +232,151 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, EQApplicationPacket **o
pp.binds[4].z = z->safe_z;
pp.binds[4].heading = z->safe_heading;
}
}
/* Otherwise, use the zone and coordinates given */
else {
pp.binds[4].zone_id = (uint32) Strings::ToInt(row_d[0]);
float x = Strings::ToFloat(row_d[2]);
float y = Strings::ToFloat(row_d[3]);
float z = Strings::ToFloat(row_d[4]);
float heading = Strings::ToFloat(row_d[5]);
if (x == 0 && y == 0 && z == 0 && heading == 0) {
} else {
pp.binds[4].zone_id = start_zones[0].zone_id;
pp.binds[4].x = start_zones[0].x;
pp.binds[4].y = start_zones[0].y;
pp.binds[4].z = start_zones[0].z;
pp.binds[4].heading = start_zones[0].heading;
if (pp.binds[4].x == 0 && pp.binds[4].y == 0 && pp.binds[4].z == 0 && pp.binds[4].heading == 0) {
auto zone = GetZone(pp.binds[4].zone_id);
if (zone) {
x = zone->safe_x;
y = zone->safe_y;
z = zone->safe_z;
heading = zone->safe_heading;
pp.binds[4].x = zone->safe_x;
pp.binds[4].y = zone->safe_y;
pp.binds[4].z = zone->safe_z;
pp.binds[4].heading = zone->safe_heading;
}
}
pp.binds[4].x = x;
pp.binds[4].y = y;
pp.binds[4].z = z;
pp.binds[4].heading = heading;
}
}
pp.binds[0] = pp.binds[4];
/* If no home bind set, set it */
if (has_home == 0) {
std::string query = fmt::format(
SQL(
REPLACE INTO
`character_bind`
(`id`, `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`)
VALUES ({}, {}, {}, {}, {}, {}, {}, {})
),
character_id,
pp.binds[4].zone_id,
0,
pp.binds[4].x,
pp.binds[4].y,
pp.binds[4].z,
pp.binds[4].heading,
4
);
auto results_bset = QueryDatabase(query);
else {
LogError("No start zone found for class [{}] deity [{}] race [{}]", cse->Class, cse->Deity, cse->Race);
}
/* If no regular bind set, set it */
pp.binds[0] = pp.binds[4];
// If we don't have home set, set it
if (has_home == 0) {
auto bind = CharacterBindRepository::NewEntity();
bind.id = character_id;
bind.zone_id = pp.binds[4].zone_id;
bind.instance_id = 0;
bind.x = pp.binds[4].x;
bind.y = pp.binds[4].y;
bind.z = pp.binds[4].z;
bind.heading = pp.binds[4].heading;
bind.slot = 4;
CharacterBindRepository::ReplaceOne(*this, bind);
}
// If we don't have regular bind set, set it
if (has_bind == 0) {
std::string query = fmt::format(
SQL(
REPLACE INTO
`character_bind`
(`id`, `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`)
VALUES ({}, {}, {}, {}, {}, {}, {}, {})
),
character_id,
pp.binds[0].zone_id,
0,
pp.binds[0].x,
pp.binds[0].y,
pp.binds[0].z,
pp.binds[0].heading,
0
);
auto results_bset = QueryDatabase(query);
auto bind = CharacterBindRepository::NewEntity();
bind.id = character_id;
bind.zone_id = pp.binds[0].zone_id;
bind.instance_id = 0;
bind.x = pp.binds[0].x;
bind.y = pp.binds[0].y;
bind.z = pp.binds[0].z;
bind.heading = pp.binds[0].heading;
bind.slot = 0;
CharacterBindRepository::ReplaceOne(*this, bind);
}
}
/* If our bind count is less than 5, then we have null data that needs to be filled in. */
// If our bind count is less than 5, then we have null data that needs to be filled in
if (bind_count < 5) {
// we know that home and main bind must be valid here, so we don't check those
// we also use home to fill in the null data like live does.
std::vector<CharacterBindRepository::CharacterBind> binds;
for (int i = 1; i < 4; i++) {
if (pp.binds[i].zone_id != 0) // we assume 0 is the only invalid one ...
if (pp.binds[i].zone_id != 0) { // we assume 0 is the only invalid one ...
continue;
}
std::string query = fmt::format(
SQL(
REPLACE INTO
`character_bind`
(`id`, `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`)
VALUES ({}, {}, {}, {}, {}, {}, {}, {})
),
character_id,
pp.binds[4].zone_id,
0,
pp.binds[4].x,
pp.binds[4].y,
pp.binds[4].z,
pp.binds[4].heading,
i
);
auto results_bset = QueryDatabase(query);
auto bind = CharacterBindRepository::NewEntity();
bind.slot = i;
bind.id = character_id;
bind.zone_id = pp.binds[4].zone_id;
bind.instance_id = 0;
bind.x = pp.binds[4].x;
bind.y = pp.binds[4].y;
bind.z = pp.binds[4].z;
bind.heading = pp.binds[4].heading;
binds.emplace_back(bind);
}
CharacterBindRepository::ReplaceMany(*this, binds);
}
character_list_query = fmt::format(
SQL(
SELECT
`slot`, `red`, `green`, `blue`, `use_tint`, `color`
FROM
`character_material`
WHERE
`id` = {}
),
character_id
);
auto results_b = database.QueryDatabase(character_list_query);
uint8 slot = 0;
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
slot = Strings::ToInt(row_b[0]);
pp.item_tint.Slot[slot].Red = Strings::ToInt(row_b[1]);
pp.item_tint.Slot[slot].Green = Strings::ToInt(row_b[2]);
pp.item_tint.Slot[slot].Blue = Strings::ToInt(row_b[3]);
pp.item_tint.Slot[slot].UseTint = Strings::ToInt(row_b[4]);
for (auto &cm : character_materials) {
pp.item_tint.Slot[cm.slot].Red = cm.red;
pp.item_tint.Slot[cm.slot].Green = cm.green;
pp.item_tint.Slot[cm.slot].Blue = cm.blue;
pp.item_tint.Slot[cm.slot].UseTint = cm.use_tint;
pp.item_tint.Slot[cm.slot].Color = cm.color;
}
if (GetCharSelInventory(account_id, p_character_select_entry_struct->Name, &inventory_profile)) {
const EQ::ItemData *item = nullptr;
const EQ::ItemInstance *inst = nullptr;
int16 inventory_slot = 0;
if (GetCharSelInventory(inventories, e, &inv)) {
const EQ::ItemData *item = nullptr;
const EQ::ItemInstance *inst = nullptr;
int16 inventory_slot = 0;
for (uint32 matslot = EQ::textures::textureBegin; matslot < EQ::textures::materialCount; matslot++) {
inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(matslot);
if (inventory_slot == INVALID_INDEX) { continue; }
inst = inventory_profile.GetItem(inventory_slot);
if (inst == nullptr)
inst = inv.GetItem(inventory_slot);
if (inst == nullptr) {
continue;
}
item = inst->GetItem();
if (item == nullptr)
if (item == nullptr) {
continue;
}
if (matslot > 6) {
uint32 item_id_file = 0;
// Weapon Models
if (inst->GetOrnamentationIDFile() != 0) {
item_id_file = inst->GetOrnamentationIDFile();
p_character_select_entry_struct->Equip[matslot].Material = item_id_file;
} else {
cse->Equip[matslot].Material = item_id_file;
}
else {
if (strlen(item->IDFile) > 2) {
item_id_file = Strings::ToInt(&item->IDFile[2]);
p_character_select_entry_struct->Equip[matslot].Material = item_id_file;
cse->Equip[matslot].Material = item_id_file;
}
}
if (matslot == EQ::textures::weaponPrimary) {
p_character_select_entry_struct->PrimaryIDFile = item_id_file;
} else {
p_character_select_entry_struct->SecondaryIDFile = item_id_file;
cse->PrimaryIDFile = item_id_file;
}
} else {
else {
cse->SecondaryIDFile = item_id_file;
}
}
else {
// Armor Materials/Models
uint32 color = (
pp.item_tint.Slot[matslot].UseTint ?
pp.item_tint.Slot[matslot].Color :
inst->GetColor()
pp.item_tint.Slot[matslot].Color :
inst->GetColor()
);
p_character_select_entry_struct->Equip[matslot].Material = item->Material;
p_character_select_entry_struct->Equip[matslot].EliteModel = item->EliteMaterial;
p_character_select_entry_struct->Equip[matslot].HerosForgeModel = inst->GetOrnamentHeroModel(matslot);
p_character_select_entry_struct->Equip[matslot].Color = color;
cse->Equip[matslot].Material = item->Material;
cse->Equip[matslot].EliteModel = item->EliteMaterial;
cse->Equip[matslot].HerosForgeModel = inst->GetOrnamentHeroModel(matslot);
cse->Equip[matslot].Color = color;
}
}
} else {
printf("Error loading inventory for %s\n", p_character_select_entry_struct->Name);
}
else {
printf("Error loading inventory for %s\n", cse->Name);
}
buff_ptr += sizeof(CharacterSelectEntry_Struct);
}
@ -849,34 +826,21 @@ bool WorldDatabase::LoadCharacterCreateCombos()
return true;
}
// this is a slightly modified version of SharedDatabase::GetInventory(...) for character select use-only
bool WorldDatabase::GetCharSelInventory(uint32 account_id, char *name, EQ::InventoryProfile *inv)
bool WorldDatabase::GetCharSelInventory(
const std::vector<InventoryRepository::Inventory> &inventories,
const CharacterDataRepository::CharacterData &character,
EQ::InventoryProfile *inv
)
{
if (!account_id || !name || !inv) {
if (inventories.empty() || !character.id || !inv) {
return false;
}
const uint32 character_id = GetCharacterID(name);
for (const auto& e : inventories) {
if (e.character_id != character.id) {
continue;
}
if (!character_id) {
return false;
}
const auto& l = InventoryRepository::GetWhere(
*this,
fmt::format(
"`character_id` = {} AND `slot_id` BETWEEN {} AND {}",
character_id,
EQ::invslot::slotHead,
EQ::invslot::slotFeet
)
);
if (l.empty()) {
return true;
}
for (const auto& e : l) {
switch (e.slot_id) {
case EQ::invslot::slotFace:
case EQ::invslot::slotEar2:

View File

@ -20,6 +20,8 @@
#include "../common/shareddb.h"
#include "../common/eq_packet.h"
#include "../common/repositories/inventory_repository.h"
#include "../common/repositories/character_data_repository.h"
struct PlayerProfile_Struct;
struct CharCreate_Struct;
@ -43,7 +45,11 @@ private:
void SetTitaniumDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
void SetSoFDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
bool GetCharSelInventory(uint32 account_id, char* name, EQ::InventoryProfile* inv);
bool GetCharSelInventory(
const std::vector<InventoryRepository::Inventory> &inventories,
const CharacterDataRepository::CharacterData &character,
EQ::InventoryProfile *inv
);
};
extern WorldDatabase database;