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[Performance] Mail key is now cached during player load (#3339)
* [Performance] Mail key is now cached during player load * More refactoring
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@@ -1267,6 +1267,12 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
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database.LoadCharacterLeadershipAA(cid, &m_pp); /* Load Character Leadership AA's */
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database.LoadCharacterTribute(cid, &m_pp); /* Load CharacterTribute */
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// this pattern is strange
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// this is remnants of the old way of doing things
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auto mail_keys = database.GetMailKey(CharacterID());
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m_mail_key_full = mail_keys.mail_key_full;
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m_mail_key = mail_keys.mail_key;
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/* Load AdventureStats */
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AdventureStats_Struct as;
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if (database.GetAdventureStats(cid, &as))
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@@ -11677,7 +11683,7 @@ void Client::Handle_OP_QueryUCSServerStatus(const EQApplicationPacket *app)
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EQApplicationPacket* outapp = nullptr;
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std::string buffer;
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std::string MailKey = database.GetMailKey(CharacterID(), true);
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std::string MailKey = GetMailKey();
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EQ::versions::UCSVersion ConnectionType = EQ::versions::ucsUnknown;
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// chat server packet
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