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https://github.com/SWG-Source/src.git
synced 2026-07-29 23:15:56 -04:00
Merge branch 'testing'
This commit is contained in:
+6
-2
@@ -46,10 +46,14 @@ bool CreateCharacterCustomPersistStep::beforePersist(DB::Session *session)
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bool CreateCharacterCustomPersistStep::afterPersist(DB::Session *session)
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{
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// std::string characterName = Unicode::wideToNarrow(DatabaseProcess::getInstance().getNameByStationId(m_stationId));
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DBQuery::AddCharacter qry(m_stationId,m_characterObject, m_characterName, m_normalizedName);
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if (! (session->exec(&qry)))
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if (! (session->exec(&qry))) {
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std::string characterName(Unicode::wideToNarrow(m_characterName));
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WARNING(true, ("CreateCharacterCustomPersistStep: Failed saving character and character object for %s", characterName.c_str()));
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return false;
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}
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qry.done();
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return true;
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}
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@@ -5,8 +5,6 @@
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//
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// ======================================================================
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#include <memory>
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#include "serverDatabase/FirstServerDatabase.h"
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#include "serverDatabase/Persister.h"
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@@ -433,7 +431,6 @@ 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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return snap;
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}
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@@ -602,61 +599,57 @@ void Persister::endBaselines(const NetworkId &objectId, uint32 serverId)
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void Persister::saveCompleted(Snapshot *completedSnapshot)
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{
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auto i=std::remove(m_savingSnapshots.begin(),m_savingSnapshots.end(),completedSnapshot);
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if (i!=m_savingSnapshots.end())
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{
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m_savingSnapshots.erase(i, m_savingSnapshots.end());
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if (completedSnapshot != nullptr) {
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delete completedSnapshot;
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completedSnapshot = nullptr;
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bool found = false;
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for (auto i = m_savingSnapshots.begin(); i != m_savingSnapshots.end();) {
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if (*i == completedSnapshot) {
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i = m_savingSnapshots.erase(i);
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found = true;
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} else {
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++i;
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}
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}
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if (m_savingSnapshots.empty() && ConfigServerDatabase::getReportSaveTimes())
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{
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if (m_savingSnapshots.empty())
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{
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if (found && ConfigServerDatabase::getReportSaveTimes()) {
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int saveTime = Clock::timeMs() - m_saveStartTime;
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++m_saveCount;
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m_totalSaveTime += saveTime;
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if (saveTime > m_maxSaveTime)
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m_maxSaveTime = saveTime;
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DEBUG_REPORT_LOG(true,("Save completed in %i. (Average %i, max %i)\n", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
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LOG("SaveTimes",("Save completed in %i. (Average %i, max %i)", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
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m_lastSaveTime = saveTime;
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DEBUG_REPORT_LOG(true,("Save completed in %i. (Average %i, max %i)\n", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
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LOG("SaveTimes",("Save completed in %i. (Average %i, max %i)", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
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m_lastSaveTime = saveTime;
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}
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if (m_savingSnapshots.empty())
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{
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// message Central Server that the current save cycle is complete
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GenericValueTypeMessage<int> const saveCompleteMessage("DatabaseSaveComplete", ++m_saveCounter);
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DatabaseProcess::getInstance().sendToCentralServer(saveCompleteMessage, true);
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LOG("Database",("Sending DatabaseSaveComplete network message to Central."));
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}
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LOG("Database",("Sending DatabaseSaveComplete network message to Central."));
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{
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// set the last save completion time (for the monitoring program)
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time_t theTime = time(0);
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m_lastSaveCompletionTime = ctime(&theTime);
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}
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// TODO: so do we send this for the other snapshot type or not? hrmph
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// message Central Server that the current save cycle is complete
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GenericValueTypeMessage<int> const saveCompleteMessage("DatabaseSaveComplete", ++m_saveCounter);
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DatabaseProcess::getInstance().sendToCentralServer(saveCompleteMessage, true);
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LOG("Database",("Sending DatabaseSaveComplete network message to Central."));
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}
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else
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{
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auto j=std::remove(m_savingCharacterSnapshots.begin(),m_savingCharacterSnapshots.end(),completedSnapshot);
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DEBUG_FATAL(i==m_savingCharacterSnapshots.end(),("Programmer bug: SaveCompleted() called with a snapshot that wasn't in m_savingSnapshots or m_savingCharacterSnapshots."));
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if (j != m_savingCharacterSnapshots.end()) {
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m_savingCharacterSnapshots.erase(j, m_savingCharacterSnapshots.end());
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if (!found) {
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for (auto i = m_savingCharacterSnapshots.begin(); i != m_savingCharacterSnapshots.end();) {
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if (*i == completedSnapshot) {
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i = m_savingCharacterSnapshots.erase(i);
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found = true;
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} else {
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++i;
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}
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}
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if (completedSnapshot != nullptr) {
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delete completedSnapshot;
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completedSnapshot = nullptr;
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}
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DEBUG_REPORT_LOG(ConfigServerDatabase::getReportSaveTimes(),("New character save completed\n"));
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}
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if (found && completedSnapshot != nullptr) {
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delete completedSnapshot;
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completedSnapshot = nullptr;
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}
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}
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@@ -993,9 +986,10 @@ void Persister::addCharacter(uint32 stationId, const NetworkId &characterObject,
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m_pendingCharacters[characterObject]=temp;
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//TODO: remove this hack: match up create and end messages because we can't count on having all the data at a frame bounday
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auto i=m_newCharacterLock.find(creationGameServer);
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UNREF(i);
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DEBUG_FATAL(i!=m_newCharacterLock.end(),("Programmer bug: got an addCharacter from server %i before we received EndBaselines from the previous addCharacter. Indicates we're getting network messages out of order.\n",creationGameServer));
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if (m_newCharacterLock.find(creationGameServer) != m_newCharacterLock.end()) {
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WARNING(true,("Programmer bug: got an addCharacter from server %i before we received EndBaselines from the previous addCharacter. Indicates we're getting network messages out of order.\n",creationGameServer));
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}
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m_newCharacterLock.insert(creationGameServer);
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}
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@@ -69,34 +69,10 @@ bool Snapshot::saveToDB(DB::Session *session)
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{
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NOT_NULL(session);
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m_isBeingSaved = true;
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CustomStepListType::iterator step;
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for (step=m_customStepList.begin(); step !=m_customStepList.end(); ++step)
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{
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NOT_NULL(*step);
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if (!(*step)->beforePersist(session)) {
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m_isBeingSaved = false;
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return false;
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}
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if (m_timestamp != 0 && !saveTimestamp(session)) {
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return false;
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}
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if (m_timestamp!=0)
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if (! saveTimestamp(session)) {
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m_isBeingSaved = false;
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return false;
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}
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for (step=m_customStepList.begin(); step !=m_customStepList.end(); ++step)
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{
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NOT_NULL(*step);
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if (!(*step)->afterPersist(session)){
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m_isBeingSaved = false;
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return false;
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}
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}
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m_isBeingSaved = false;
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return true;
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}
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// ----------------------------------------------------------------------
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@@ -4768,7 +4768,6 @@ void GameServer::handleCharacterCreateNameVerification(const VerifyNameResponse
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// ----------------------------------------------------------------------
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// Set up the PlayerObject
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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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@@ -4800,6 +4799,8 @@ void GameServer::handleCharacterCreateNameVerification(const VerifyNameResponse
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}
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}
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}
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play->persist();
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}
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else
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{
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@@ -94,6 +94,13 @@ bool SwgSnapshot::saveToDB(DB::Session *session) {
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session->setAutoCommitMode(false);
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for (auto step = m_customStepList.begin(); step !=m_customStepList.end(); ++step)
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{
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if (!(*step)->beforePersist(session)) {
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return false;
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}
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}
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// save all the buffers
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if (!(m_objectTableBuffer.save(session))) { return false; }
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if (!(m_battlefieldMarkerObjectBuffer.save(session))) { return false; }
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@@ -131,6 +138,13 @@ bool SwgSnapshot::saveToDB(DB::Session *session) {
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if (!(m_waypointBuffer.save(session))) { return false; }
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if (!(m_weaponObjectBuffer.save(session))) { return false; }
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for (auto step = m_customStepList.begin(); step !=m_customStepList.end(); ++step)
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{
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if (!(*step)->afterPersist(session)){
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return false;
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}
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}
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// save the parent class
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if (!(Snapshot::saveToDB(session))) { return false; }
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