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https://bitbucket.org/seefoe/src.git
synced 2026-07-31 01:15:45 -04:00
more tracking of creation
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@@ -214,8 +214,6 @@ void Persister::update(real updateTime)
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void Persister::onFrameBarrierReached()
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{
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pad.lock();
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if (m_newCharacterTaskQueue->getNumPendingTasks() == 0)
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{
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ServerSnapshotMap delayedSaves;
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@@ -281,8 +279,6 @@ void Persister::onFrameBarrierReached()
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taskQueue->report();
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}
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}
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pad.unlock();
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}
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// ----------------------------------------------------------------------
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@@ -392,24 +388,16 @@ void Persister::startSave(void)
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*/
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Snapshot * Persister::getSnapshotForObject(const NetworkId &networkId, uint32 serverId)
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{
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pad.lock();
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auto i = m_objectSnapshotMap.find(networkId);
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if (i!=m_objectSnapshotMap.end())
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{
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NOT_NULL(i->second);
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pad.unlock();
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return i->second;
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}
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else
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{
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Snapshot *snap = getSnapshotForServer(serverId);
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m_objectSnapshotMap[networkId]=snap;
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pad.unlock();
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return snap;
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}
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}
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@@ -426,8 +414,6 @@ bool Persister::hasDataForObject(const NetworkId &objectId) const
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Snapshot *Persister::getSnapshotForServer(uint32 serverId)
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{
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pad.lock();
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if (serverId==0)
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{
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if (!m_arbitraryGameDataSnapshot)
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@@ -435,9 +421,6 @@ Snapshot *Persister::getSnapshotForServer(uint32 serverId)
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m_arbitraryGameDataSnapshot = makeSnapshot(DB::ModeQuery::mode_UPDATE);
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m_currentSnapshots[0] = m_arbitraryGameDataSnapshot;
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}
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pad.unlock();
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return m_arbitraryGameDataSnapshot;
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}
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else
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@@ -452,18 +435,12 @@ Snapshot *Persister::getSnapshotForServer(uint32 serverId)
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if (!m_arbitraryGameDataSnapshot) {
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m_arbitraryGameDataSnapshot = snap;
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}
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pad.unlock();
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return snap;
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}
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else
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{
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NOT_NULL (j->second);
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pad.unlock();
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return j->second;
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}
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}
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@@ -4769,10 +4769,14 @@ void GameServer::handleCharacterCreateNameVerification(const VerifyNameResponse
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// ----------------------------------------------------------------------
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// Set up the PlayerObject
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WARNING(true, ("Setting up the PlayerObject for %s", vrn.getName().c_str()));
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ServerObject *playerServerObject = ServerWorld::createNewObject(ConfigServerGame::getPlayerObjectTemplate(), *newCharacterObject, false);
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PlayerObject *play = dynamic_cast<PlayerObject*>(playerServerObject);
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if (play)
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{
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WARNING(true, ("Player object is good..."));
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play->setStationId(createMessage->getStationId());
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play->setBornDate();
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play->setSkillTemplate(createMessage->getSkillTemplate(), true);
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@@ -4807,6 +4811,8 @@ void GameServer::handleCharacterCreateNameVerification(const VerifyNameResponse
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WARNING_STRICT_FATAL(true,("Unable to create PlayerObject for new character %s.\n",newCharacterObject->getNetworkId().getValueString().c_str()));
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}
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WARNING(true, ("Setting scene and sending to DB for persist."));
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newCharacterObject->setSceneIdOnThisAndContents(createMessage->getPlanetName());
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// ----------------------------------------------------------------------
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