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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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@@ -474,6 +474,12 @@ public:
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std::string GetClassAbbreviation();
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std::string GetRaceAbbreviation();
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void SetLDoNPoints(uint32 theme_id, uint32 points);
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void DeleteBucket(std::string bucket_name);
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std::string GetBucket(std::string bucket_name);
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std::string GetBucketExpires(std::string bucket_name);
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std::string GetBucketRemaining(std::string bucket_name);
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void SetBucket(std::string bucket_name, std::string bucket_value);
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void SetBucket(std::string bucket_name, std::string bucket_value, std::string expiration);
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void ApplySpell(int spell_id);
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void ApplySpell(int spell_id, int duration);
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