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Character Database is not updated automatically #271
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enhancement
Enhancement to server functionality.
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I have commented code in World Update, but it's commented out, because it hangs the client when multiple entities are logged in. |
eos428
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May 12, 2018
WorldSimulation.cpp - In World::update, inside the for loop with entities, update the player characters every n seconds (in this case, 5 secs) - charUpdateDb(e) is a placeholder atm Entity.cpp and .h - Added a function to check the if the player has a valid DbStoreFlag To-do and/or wishlists: - (To confirm with others) Call GameDbSyncContext::performUpdate based on the DbStoreFlag, and put the required data into the structs as parameters - Modify slashCommand.cpp so that they actually update the database
eos428
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May 17, 2018
In GameDbSyncEvents.h, I changed my structs' m_id to uint64_t, since Entity::GetAccountId returns uint64_t as well. And I tried to make GameDbSyncService closer to WorldSimulation
eos428
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May 17, 2018
eos428
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May 18, 2018
- In GameDBSyncService.cpp, changed how entity.m_db_store_flags is checked to update things (Well, that was a learning experience on bitwise operations) - In MapInstance.cpp, added m_sync_service->activate() on MapInstance::start and call m_sync_service->on_update_timer on the same way m_world->update is called
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Expected behavior
Character Dbase should update periodically (perhaps on the MapEvent::CharacterUpdate, or World Update?)
Actual behavior/symptoms
Currently the only way to update your character in the database is to use the slash command
/save
or/charupdate
The text was updated successfully, but these errors were encountered: