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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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@@ -5886,7 +5886,7 @@ bool Client::SpellBucketCheck(uint16 spell_id, uint32 character_id) {
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spell_bucket_name
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);
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auto bucket_value = DataBucket::GetData(old_bucket_name);
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std::string bucket_value = DataBucket::GetData(old_bucket_name);
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if (!bucket_value.empty()) {
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if (Strings::IsNumber(bucket_value) && Strings::IsNumber(spell_bucket_value)) {
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if (Strings::ToInt(bucket_value) >= Strings::ToInt(spell_bucket_value)) {
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