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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-15 11:58:10 +00:00
feat: re-write persistent object ID tracker
Features: - Remove random objectIDs entirely - Replace random objectIDs with persistentIDs - Remove the need to contact the MASTER server for a persistent ID - Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated - Default character xml version to be the most recent one Fixes: - Return optional from GetModel (and check for nullopt where it may exist) - Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this) There is also duplicate check logic in place for properties and UGC/Models
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@@ -244,7 +244,7 @@ void TestSQLDatabase::SetMasterInfo(const IServers::MasterInfo& info) {
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}
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std::optional<uint32_t> TestSQLDatabase::GetCurrentPersistentId() {
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std::optional<uint64_t> TestSQLDatabase::GetCurrentPersistentId() {
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return {};
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}
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@@ -252,10 +252,6 @@ void TestSQLDatabase::InsertDefaultPersistentId() {
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}
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void TestSQLDatabase::UpdatePersistentId(const uint32_t id) {
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}
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std::optional<uint32_t> TestSQLDatabase::GetDonationTotal(const uint32_t activityId) {
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return {};
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}
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@@ -304,3 +300,6 @@ void TestSQLDatabase::UpdateAccountGmLevel(const uint32_t accountId, const eGame
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}
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IObjectIdTracker::Range TestSQLDatabase::GetPersistentIdRange() {
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return {};
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}
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