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[Data Buckets] Distributed Databucket Caching (#3500)
* [Data Buckets] Zone-Based Data Bucket Caching # Notes - Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value. * Cleanup and unify GetData access patterns * Cache work * Push * Add to cache when we fetch and do a db hit * Handle bucket misses in cache * Formatting * Logging * [Data Buckets] Zone-Based Data Bucket Caching - Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value. * Cleanup and unify GetData access patterns * Cache work * Push * Add to cache when we fetch and do a db hit * Handle bucket misses in cache * Formatting * Remove redundant fetches from cache since GetData does the same thing * Push progress * Distributed cache work * Logging * Fix issue with scoping where same named keys could return overlapping results * Misses cache tweak, logging, comments * Add bot, client, and NPC bucket methods to Lua. --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -794,6 +794,16 @@
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OutF(LogSys, Logs::Detail, Logs::PlayerEvents, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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} while (0)
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#define LogDataBuckets(message, ...) do {\
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if (LogSys.IsLogEnabled(Logs::General, Logs::DataBuckets))\
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OutF(LogSys, Logs::General, Logs::DataBuckets, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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} while (0)
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#define LogDataBucketsDetail(message, ...) do {\
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if (LogSys.IsLogEnabled(Logs::Detail, Logs::DataBuckets))\
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OutF(LogSys, Logs::Detail, Logs::DataBuckets, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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} while (0)
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#define Log(debug_level, log_category, message, ...) do {\
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if (LogSys.IsLogEnabled(debug_level, log_category))\
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LogSys.Out(debug_level, log_category, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\
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