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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: convert character ids to 64 bits
remove all usages of the PERSISTENT bit with regards to storing of playerIDs on the server. the bit does not exist and was a phantom in the first place. Tested that a full playthrough of ag, ns and gf was still doable. slash commands work, ugc works, friends works, ignore list works, properties work and have names, teaming works. migrating an old mysql database works . need to test an old sqlite database
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@@ -23,7 +23,7 @@ enum class eLootSourceType : uint32_t;
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*/
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class Character {
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public:
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Character(uint32_t id, User* parentUser);
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Character(LWOOBJID id, User* parentUser);
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~Character();
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/**
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@@ -53,7 +53,7 @@ public:
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* Gets the database ID of the character
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* @return the database ID of the character
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*/
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uint32_t GetID() const { return m_ID; }
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LWOOBJID GetID() const { return m_ID; }
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/**
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* Gets the (custom) name of the character
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@@ -467,9 +467,9 @@ public:
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private:
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void UpdateInfoFromDatabase();
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/**
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* The ID of this character. First 32 bits of the ObjectID.
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* The ID of this character.
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*/
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uint32_t m_ID{};
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LWOOBJID m_ID{};
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/**
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* The 64-bit unique ID used in the game.
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