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	Add lots of logs
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		@@ -2555,6 +2555,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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	//We runs this in async because the http library here is blocking, meaning it'll halt the thread.
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	//But we don't want the server to go unresponsive, because then the client would disconnect.
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	Game::logger->Log("GameMessages", "launching async");
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	std::async(std::launch::async, [&]() {
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		//We need to get a new ID for our model first:
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@@ -2574,7 +2575,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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				const auto zoneId = worldId.GetMapID();
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				const auto cloneId = worldId.GetCloneID();
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				Game::logger->Log("GameMessages", "doing cdc lookup");
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				auto query = CDClientDatabase::CreatePreppedStmt(
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					"SELECT id FROM PropertyTemplate WHERE mapID = ?;");
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				query.bind(1, (int)zoneId);
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@@ -2586,7 +2587,8 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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				int templateId = result.getIntField(0);
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				result.finalize();
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				try {
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					Game::logger->Log("GameMessages", "preparing stmt for properties");
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				auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
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				propertyLookup->setInt(1, templateId);
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@@ -2601,7 +2603,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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				delete propertyEntry;
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				delete propertyLookup;
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				Game::logger->Log("GameMessages", "preparing ugc lookup");
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				//Insert into ugc:
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				auto ugcs = Database::CreatePreppedStmt("INSERT INTO `ugc`(`id`, `account_id`, `character_id`, `is_optimized`, `lxfml`, `bake_ao`, `filename`) VALUES (?,?,?,?,?,?,?)");
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				ugcs->setUInt(1, blueprintIDSmall);
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@@ -2617,7 +2619,9 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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				ugcs->setBlob(5, &iss);
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				ugcs->setBoolean(6, false);
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				ugcs->setString(7, "weedeater.lxfml");
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				Game::logger->Log("GameMessages", "prepared ugc lookup");
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				ugcs->execute();
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				Game::logger->Log("GameMessages", "preparing properties_contents lookup");
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				delete ugcs;
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				//Insert into the db as a BBB model:
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@@ -2640,9 +2644,14 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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				stmt->setDouble(16, 0); // behavior 3.  TODO implement this.
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				stmt->setDouble(17, 0); // behavior 4.  TODO implement this.
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				stmt->setDouble(18, 0); // behavior 5.  TODO implement this.
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				Game::logger->Log("GameMessages", "Executing insertion");
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				stmt->execute();
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				delete stmt;
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				} catch (sql::SQLException& e) {
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					Game::logger->Log("GameMessages", "error is %s", e.what());
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				} catch (std::exception& e) {
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					Game::logger->Log("GameMessages", "caught error %s", e.what());
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				}
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				/*
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					Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream.
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					(or you uncomment the lxfml decomp stuff above)
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