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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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@@ -6036,7 +6036,7 @@ float Mob::CheckHeroicBonusesDataBuckets(std::string bucket_name)
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DataBucketKey k = GetScopedBucketKeys();
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k.key = bucket_name;
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if (IsOfClientBot()) {
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bucket_value = DataBucket::CheckBucketKey(this, k);
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bucket_value = DataBucket::GetData(k).value;
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}
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if (bucket_value.empty() || !Strings::IsNumber(bucket_value)) {
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