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fix: disable irrelevant informations (#2910)
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The "PlayerBadge" was loading a lot of unnecessary information for all
players on the account. I moved the if statement up, ensuring that only
the preload and level are properly loaded, which are actually relevant
information.

If more information is identified that should be loaded in the preload,
we should move it to the loadPlayerFirst function.
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dudantas authored Sep 24, 2024
1 parent a444901 commit 15180dc
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Showing 2 changed files with 5 additions and 5 deletions.
2 changes: 1 addition & 1 deletion src/game/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -988,7 +988,7 @@ std::shared_ptr<Player> Game::getPlayerByName(const std::string &s, bool allowOf
return nullptr;
}
std::shared_ptr<Player> tmpPlayer = std::make_shared<Player>(nullptr);
if (!IOLoginData::loadPlayerByName(tmpPlayer, s)) {
if (!IOLoginData::loadPlayerByName(tmpPlayer, s, allowOffline)) {
if (!isNewName) {
g_logger().error("Failed to load player {} from database", s);
} else {
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8 changes: 4 additions & 4 deletions src/io/iologindata.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,6 +123,10 @@ bool IOLoginData::loadPlayer(std::shared_ptr<Player> player, DBResult_ptr result
// Experience load
IOLoginDataLoad::loadPlayerExperience(player, result);

if (disableIrrelevantInfo) {
return true;
}

// Blessings load
IOLoginDataLoad::loadPlayerBlessings(player, result);

Expand Down Expand Up @@ -180,10 +184,6 @@ bool IOLoginData::loadPlayer(std::shared_ptr<Player> player, DBResult_ptr result
// Load instant spells list
IOLoginDataLoad::loadPlayerInstantSpellList(player, result);

if (disableIrrelevantInfo) {
return true;
}

// load forge history
IOLoginDataLoad::loadPlayerForgeHistory(player, result);

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