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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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@@ -3329,6 +3329,11 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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SharedTaskZoneMessaging::HandleWorldMessage(pack);
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break;
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}
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case ServerOP_DataBucketCacheUpdate:
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{
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DataBucket::HandleWorldMessage(pack);
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break;
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}
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default: {
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LogInfo("Unknown ZS Opcode [{}] size [{}]", (int)pack->opcode, pack->size);
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break;
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